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Showing content with the highest reputation on 03/02/2020 in Posts

  1. 2 points
    Ah, of course. In that case then you could always do the initial hit to take them to the point required for the wounded anim (below 50%?), then divvy up the remainder equally per tick.
  2. 1 point
    You could use the onEnter script to temporarily disable the script while the module is loading. Something like void main(){ if(GetLoadFromSaveGame()){ SetLocalBoolean(GetArea(OBJECT_SELF), 50, FALSE); /// Disables the behavior DelayCommand(2.0, SetLocalBoolean(GetArea(OBJECT_SELF), 50, TRUE)); /// Continue behavior after two seconds } } If GetLoadFromSaveGame() works as described, it might even work if you put this directly into your UD script.
  3. 1 point
    This is a comparison between the original and altered sequence. Original: Improved:
  4. 1 point
    The main limitation is that the engine will crash when attempting to cast shadows from a high poly mesh. This isn't a huge problem, since typically for characters the bones are the shadowcasters, not the body mesh itself. A dress may require some tweaking of the bone trimeshes to get the right shape, or you can always make some decimated skinned meshes that have the render flag disabled as shadowcasters. From memory the upper limit for a shadowcaster mesh is around 2,500 tris.
  5. 1 point
    Hello again! While going through the game I noticed the same issue (the knocked back opponent not attacking) when I used it on a Selkath in the manm28ac module. Cheers!