Really random character animations

  • #1, by gregor-muellerTuesday, 12. October, 16:45 A week ago
    Hi,
    I have a character sitting in a rocking chair and set up a little animation where he is rocking back and forth under the random animations. Normally this works fine, the animation is played in the set random interval. But as long as another character speaks the animation does not get played. 
    Do random animations not get played when other characters are speaking? If so, how can I circumvent that? (With as little Lua as po

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  • #2, by afrlmeWednesday, 13. October, 02:39 A week ago
    Other characters speaking or doing things shouldn't affect it. The only things that should affect the character are: telling it to move to another position, manually playing an animation belonging to it,  or triggering a display text action part linked to the npc.

    By default the random animation time is fairly large. If I remember correctly is something like 20-30 seconds, but I could be wrong about that time. It is actually possible to change the default min/max time via the properties section for the selected outfit or via scripting.

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  • #3, by gregor-muellerWednesday, 13. October, 13:40 A week ago
    Thank you for your answer. It led to me checking out a few more things but ultimately I am not getting anywhere. I set the timing of the random animation to a very short interval so when there is a short break in the dialog it gets triggered and plays. But whenever another character is speaking it just won't go. I tried everything I could think of: even inserted the character into another scene and looked what happened there - nothing. It is at the moment the character the player controls but I checked if this makes any difference and it did not. It is playing sound when the animation is playing but I checked if it works without the sound - nothing. Rebuilt the scene making sure it's a Scene and not a Menu - nothing. Took everything else out of the scene, all other animations etc. - nothing. I feel like I am going crazy here.
    I even tried with an action that would trigger the animation after a random pause. But apart from it being not a beautiful solution it also messed up the speaking animation because it would sometimes trigger within the speaking animation...
    I am playing around a lot with the visibility of the characters, in the speaking animation as well as in the random animation. Does that make any difference? (And yes, I made sure the visibility is not just zero when the random animation gets triggered).
    Is there any way to check when random animations should get triggered (I know, there is probably no way to check something that doesn't happen).

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  • #4, by afrlmeWednesday, 13. October, 15:31 A week ago
    It's possible to listen out for when animations start/end as there's event listeners for that, but they require scripting to use.

    It doesn't make sense for the random animations belonging to an npc to be prevented from playing just because the current character starts speaking - technically when a display text is triggered it's actually triggering a cutscene event, but random animations should still be played in the background to my knowledge. It could be a bug with the current build. I'll ask Simon about it.

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  • #5, by gregor-muellerWednesday, 13. October, 20:15 A week ago
    That would be good because I really am going mad soon smile
    I really can only imagine a bug at this point. Or something really basic that I am not seeing.

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