Difference between revisions of "User talk:Rookwood"
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imported>Qazaaq (some pointers) |
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Is there any tips or tutorials you could possibly link to abou that kind of scripting if possible please as the mod I'm making adds a sword that has a sharp point at the end but smooth sides and as it is looks very unrealistic - thanks for your help so far | Is there any tips or tutorials you could possibly link to abou that kind of scripting if possible please as the mod I'm making adds a sword that has a sharp point at the end but smooth sides and as it is looks very unrealistic - thanks for your help so far | ||
Alex 17:26, 21 January 2010 (EST) | Alex 17:26, 21 January 2010 (EST) | ||
:You'll have better luck asking this on the {{Forums}}. I don't know how to approach this exactly (and I don't have time to figure it out), but I can give you a few pointers. | |||
:*Easiest would be replacing the attack animations for the duration the weapon is equipped. Look into special animations, it's briefly explained on this page [[Animation Tab]] in the first paragraph. I'm not sure replacing attack animations is possible with this method. You'll need the [[OBSE]] function [http://obse.silverlock.org/obse_command_doc.html#GetSpecialAnims ToggleSpecialAnim] to toggle the attack animations on and off when the weapon is equipped and unequipped. | |||
:*Harder would be overriding the attack animation each time it's played. You'll have to monitor the controls and take action when the player presses the attack button. Instead of playing the actual attack animation you'll have to make an animation with a higher priority as a special [[Idle Animations|idle animation]] and invoke that with [[PickIdle]]. | |||
:If you have any specific questions I may be able to answer them here, but I'd recommend opening a thread on the {{Forums}}. | |||
:--[[User:Qazaaq|Qazaaq]] 06:46, 22 January 2010 (EST) |
Revision as of 06:46, 22 January 2010
Hello everyone,
I have a question: How would I make a certain weapon use a different attack animation Alex 17:31, 18 January 2010 (EST)
- Hi, welcome to the wiki! First an administrative note, please sign with ~~~~. That will automatically insert your name (with a link) and the time and date. To answer your question; attack animations are linked to weapon types. Each type has its own attack animation. See Weapon for a list of the available weapon types. I hope that's a sufficient answer.
- --Qazaaq 18:22, 18 January 2010 (EST)
- Hey thanks for your quick reply is there a way to add a new weapon type
- Alex 11:51, 19 January 2010 (EST)
- The weapon types are hardcoded, so I'm afraid that's not possible. It may be possible to simulate it, but that would require extensive scripting.
- --Qazaaq 17:37, 20 January 2010 (EST)
Is there any tips or tutorials you could possibly link to abou that kind of scripting if possible please as the mod I'm making adds a sword that has a sharp point at the end but smooth sides and as it is looks very unrealistic - thanks for your help so far Alex 17:26, 21 January 2010 (EST)
- You'll have better luck asking this on the Forums. I don't know how to approach this exactly (and I don't have time to figure it out), but I can give you a few pointers.
- Easiest would be replacing the attack animations for the duration the weapon is equipped. Look into special animations, it's briefly explained on this page Animation Tab in the first paragraph. I'm not sure replacing attack animations is possible with this method. You'll need the OBSE function ToggleSpecialAnim to toggle the attack animations on and off when the weapon is equipped and unequipped.
- Harder would be overriding the attack animation each time it's played. You'll have to monitor the controls and take action when the player presses the attack button. Instead of playing the actual attack animation you'll have to make an animation with a higher priority as a special idle animation and invoke that with PickIdle.
- If you have any specific questions I may be able to answer them here, but I'd recommend opening a thread on the Forums.
- --Qazaaq 06:46, 22 January 2010 (EST)