Bard Animations and Weapon Draws

Okay, just added a fix to the bard play. Previously, you had to draw your weapon to exit out of player bard mode. However, nonoodles pointed me to the IdlePlayerStop animation which you can run via the following script:

Game.GetPlayer().PlayIdle(IdlePlayerStop)

Unfortunately, if you look at Gameplay–>Animations in the CK, the vanilla IdlePlayerStop animation is set up incorrectly. It’s set to run IdlePlayer, which is ostensibly useless, at least when I tested it.

idle1

Similarly, the IdleStop animation is useless because it’s conditioned not to run on the player.

idle2

Technically, we can “fix” either of these animations by altering the Anim Event or the conditions, but you never really want to fuck with the vanilla settings. Thus, using the copy/paste feature, we make an additional idle with the name IdlePlayerStop3DNPC.

idle3

As you can see, this animation runs IdleStop and is not conditioned to anything. Then in our script attached to the scene, we reference the new animation like so:

Game.GetPlayer().PlayIdle(IdlePlayerStop3DNPC)

The result is the player will stop using the lute animation without a need for drawing a weapon. Although sometimes you just feel like drawing it anyway.

8 thoughts on “Bard Animations and Weapon Draws

  1. It’s still relying on vanilla animation so it won’t/shouldn’t clog up anything. I have never heard of PDTWrapper. What is it?

    There is an IdleLoose_stop as well, not conditioned to anything. Sorry, only noticed it now while going through the skeleton file >.<

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.