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Fair Strides' Script Shack


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#161 Kexikus

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Posted 04 January 2018 - 07:10 PM

Sitting cannot be scripted in K1. To have Mission and Canderous sit in that scene would require new cutscene animation models.

 

Oh right, that's because there's no sitting animation? Or is there some other reason?



#162 DarthParametric

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Posted 04 January 2018 - 07:28 PM

It's commented out in nwscript.nss
//int ANIMATION_LOOPING_LOOK_FAR    = 5;
//int ANIMATION_LOOPING_SIT_CHAIR   = 6;
//int ANIMATION_LOOPING_SIT_CROSS   = 7;


#163 JCarter426

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Posted 04 January 2018 - 07:29 PM

There are plenty of animations available, just no convenient one on the supermodel that anybody can use anywhere like K2 has. In K1 all sitting is done either through a cutscene animation or with an animation on the model itself (usually an animated placeable). I'm not sure why they did it that way, seems really inefficient. For example, every single bridge officer on the Leviathan uses a different cutscene model.

 

So there's no lack of sources for sitting animations, but the way cutscene animations work you'd need a new model for each character, so it can be a pain. K1 has another big problem in that there are a very limited number of animations that can be scripted. So even if you wanted to mess around with the supermodel to add a generic animation, you'd be limited to utilizing one of the unused animation constants, such as ANIMATION_LOOPING_KNEEL_TALK_ANGRY. So that's even more of a pain than making new cutscene animations.

 

Or you can teleport them out of the scene. :D






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