NPC animation strategy

#3
Nice idea Ben. I was on the same track with my game. It's more useful to think of the animation sets in terms of what triggers them than for how SoM uses them by default. ‎  The "stand" animation is a "trigger when activated" animation, attack animations are "trigger customized ‎  in Parameter Editor" etc.

Another thing you can do, is make NPC's that are enemies. Use a 'indirect attack' animation set to "don't use beyond 1m" for a reaction animation when the player approaches. Then use "indirect attack #2" set to a longer range (say 10m) to set the NPCs animation when the player is somewhat close. Talking events can still be attached to enemies as "trigger when examined-display message" events. That way, you can make some very responsive NPCs that stop what they are doing when the player approaches, then actually talk to/face the player when they get very close. (Spoiler!) you can also make enemy/NPCs that follow the player.

You can even set the frequency on different "attack" animations to make some randomized and very complexly animated NPCs.

Mick, I mentioned (when I fixed the reversed NPC greeting animations) that simple changing the single byte animation number in the file will change which animation SoM plays for sitting standing etc. Since Ex already has memory hooks setup, why don't you just make a hot-swap setup that swaps in/out animations when needed. You could make an almost limitless number of animation sets in a single model. Since you already have hooks into player location, damage etc, it shouldn't be hard to design a panel of new triggers, then simply swap in the desired animation when the trigger was met.
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Messages In This Thread
NPC animation strategy - by Verdite - 2013-06-09, 02:47 PM
Re: NPC animation strategy - by HolyDiver - 2013-06-09, 05:16 PM
Re: NPC animation strategy - by HwitVlf - 2013-06-09, 08:32 PM
Re: NPC animation strategy - by HolyDiver - 2013-06-09, 09:02 PM
Re: NPC animation strategy - by HwitVlf - 2013-06-09, 09:55 PM
Re: NPC animation strategy - by HolyDiver - 2013-06-10, 01:47 PM
Re: NPC animation strategy - by Verdite - 2013-06-10, 03:48 PM
Re: NPC animation strategy - by HolyDiver - 2013-06-10, 04:41 PM
Re: NPC animation strategy - by Verdite - 2013-06-10, 05:06 PM
Re: NPC animation strategy - by Verdite - 2013-06-12, 01:33 PM
Re: NPC animation strategy - by HolyDiver - 2013-06-12, 05:03 PM
Re: NPC animation strategy - by Verdite - 2013-06-12, 10:18 PM
Re: NPC animation strategy - by HwitVlf - 2013-06-13, 08:20 PM
Re: NPC animation strategy - by Verdite - 2014-06-10, 02:27 PM
Re: NPC animation strategy - by HwitVlf - 2014-06-12, 06:43 PM
Re: NPC animation strategy - by Verdite - 2015-01-24, 06:46 AM
Re: NPC animation strategy - by HwitVlf - 2015-01-24, 09:21 AM



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