Caedwyr, on Oct 19 2007, 09:28 AM, said:
Once you get to the animation of the corpse on the ground, I imagine its much simpler as you can just have the animation play as long as bodies normally stay lying around, and then remove the invisible creature. I suppose what you really want from the entire process is a methodology of porting over an animation and using the weapon method to bypass the slot limit with each necessary step laid out. Hopefully it'll let us see more animations showing up in the game.
Well, I already see a workaround. Here is a listing of all the animations sequences that will play on Annah in the dagger slot of Wight_2
PST Import Test of weapon animations slot
0 SEQ_ATTACK // plays attack 2
1 SEQ_AWAKE // plays get up
2 SEQ_CAST // plays casting
3 SEQ_CONJURE // plays the repetitive movement
4 SEQ_DAMAGE // plays get hit
5 SEQ_DIE // Does NOT play, disappears
6 SEQ_HEAD_TURN // plays stand casual
7 SEQ_READY // plays combat ready stance
8 SEQ_SHOOT // plays attack 2 again
9 SEQ_TWITCH // Does NOT play, disappears
10 SEQ_WALK // stands ready... but walking works
11 SEQ_ATTACK_SLASH // plays attack 1
12 SEQ_ATTACK_BACKSLASH // plays attack 2
13 SEQ_ATTACK_JAB // plays attack 1
14 SEQ_EMERGE // ready stance remains
15 SEQ_HIDE // ready stance ready stance remains
16 SEQ_SLEEP // plays sleep
Above is the SEQ.ids with my notes. Only two animations will not play... the dying and death. Sleep plays very nicely, and can be used for the death animation too.... I suppose. What I need to do is add the dying animation to the twitch animation in a single sequence... then use it to manually SetSequence("xxxxxxx", SEQ_SLEEP) for however long is desired via scripting on the creatures.
Here is also my test script for running the sequences... in case anyone needs it.
IF
HotKey(D)
THEN
RESPONSE #100
SetSequence(SEQ_ATTACK)
DisplayStringNoName(Myself,1435) // Er...Attack!
Wait(6)
SetSequence(SEQ_AWAKE)
DisplayStringNoName(Myself,6299) // Awaken
Wait(6)
SetSequence(SEQ_CAST)
DisplayStringNoName(Myself,4688) // Cast Spell
Wait(6)
SetSequence(SEQ_CONJURE)
DisplayStringNoName(Myself,504) // Conjurer
Wait(6)
SetSequence(SEQ_DAMAGE)
DisplayStringNoName(Myself,10336) // Damage
Wait(6)
SetSequence(SEQ_DIE)
DisplayStringNoName(Myself,4778) // Apologies, but you must die!
Wait(6)
SetSequence(SEQ_HEAD_TURN)
DisplayStringNoName(Myself,4604) // Wait 'cha turn.
Wait(6)
SetSequence(SEQ_READY)
DisplayStringNoName(Myself,421) // Combat ready!
Wait(6)
SetSequence(SEQ_SHOOT)
DisplayStringNoName(Myself,45590) // If you make it quick, sure. Shoot.
Wait(6)
SetSequence(SEQ_TWITCH)
DisplayStringNoName(Myself,1520) // Dead and gone.
Wait(6)
SetSequence(SEQ_WALK)
DisplayStringNoName(Myself,3947) // These boots were made for walking, and that's just what they'll do.
Wait(6)
SetSequence(SEQ_ATTACK_SLASH)
DisplayStringNoName(Myself,11768) // Slashing
Wait(6)
SetSequence(SEQ_ATTACK_BACKSLASH)
DisplayStringNoName(Myself,23146) // Hack
Wait(6)
SetSequence(SEQ_ATTACK_JAB)
DisplayStringNoName(Myself,4504) // Don't poke Drizzt. 'Tis entirely unsociable.
Wait(6)
SetSequence(SEQ_EMERGE)
DisplayStringNoName(Myself,6686) // Ankheg Plate Mail
Wait(6)
SetSequence(SEQ_HIDE)
DisplayStringNoName(Myself,3378) // AHHH! Somebody hide me!
Wait(6)
SetSequence(SEQ_SLEEP)
DisplayStringNoName(Myself,12047) // Sleep
Wait(6)
END
And I managed to fix the color of the body... it was in the VVC. I used the Unknown 2 transparency flag in
NI. Probably isnt really unknown anymore... but whatever...heh.
I see alot of potential here for making this work. It will require scripting though... the creatures that need a death animation will need to run scripts to simulate it.
Cuv