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locoguano
07-05-2006, 03:36 PM
If i use the drop to knees animation with a line of dialogue, how do i make the person stay there throughout the rest of the conversation?

Lit Ridl
07-06-2006, 05:50 AM
May you give us better description?
If I understood you rigth you need to attach this animation to the whole dialog. Look for script named "a_play_anim" in your kotor II scource scripts. It is what you really need if you know scripting.

locoguano
07-06-2006, 06:10 AM
sorry...


Using Kotor Dialogue Editor...the npc speaks, and as he speaks he drops to his knees... ok.. that works.. but as soon as the line is over he stands back up... how do i make him stay down for the duration of the conversation, at least until the last line when he is commanded to rise...

Torthane
07-06-2006, 01:32 PM
That could be tricky my friend. Kotor's animation system isn't set up that way but you might be able to get it to work. Is this a conversation between the PC and a NPC or is it a NPC to NPC conversation?

locoguano
07-06-2006, 03:46 PM
well i'm working on a hanharr as a sith maurader mod... never done a mod before (other than textures), so there is a big learning curve here... basically one you get full influence with hanharr, you say something like "you have taught me of the source of your strength, now let me show you the source of mine... KNEEL!".. your power drives him down to his knees and you break his will so that he agrees to serve you as an apprentice, then you reveal to him that the "wookie rage" that he uses is actually his own way of channeling the dark side of the force and such (still working on the exact dialogue)... but anyway... he is down on his knees until you tell him something like "Now rise, my dark apprentice"... but if it really isnt possible, then oh well.. i can just rework the dialogue...

stoffe
07-06-2006, 07:11 PM
If i use the drop to knees animation with a line of dialogue, how do i make the person stay there throughout the rest of the conversation?

Assuming you use the dialog functionality for animations and not scripts, you will need to add the animation to the animation list for each entry node following the point where they kneel, since the animation usually only sticks around while the entry is "active" (i.e. until the next entry or reply node becomes available).

locoguano
07-06-2006, 07:12 PM
ok.. wasnt sure if that wuold just make him jump up and down..

stoffe
07-06-2006, 07:35 PM
ok.. wasnt sure if that wuold just make him jump up and down..

Depends on what animation you use. Some animations are divided into a "start" animation and one "loop" animation. In those cases you'd put the start animation on the first dialog node where you wish the character to kneel, and then the loop animation on the remaining ones to make them stay put. :)

(For example in the scene outside the Trayus academy the Sith Assassins start kneeling with animation 1014 and keep at it with animation 1415. Or in the Mira vs Hanharr scenes there is one "grab" animation followed by a "hold" animation when Hanharr picks Mira up by the throat.)