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Joined: Jul 2014
Location: East Coast
journeyman
OP Offline
journeyman
Joined: Jul 2014
Location: East Coast
So, I am working on getting the animation of multiple skills to chain seemlessly together in such a way that if skill A had Animation A -> B -> C, B would have noprepare -> noprepare -> C. I simply want the 2nd skill to replace the 1st and continue it's animation.

For some reason, CastAnimation is being ignored on the 2nd skill (which I have set to skill_attack_precision_01_cast since I am dealing with Ricochet). No matter what I do, CharacterUseSkill is issuing the 2nd skill and no animation is happening.

So I tried to fix this with CharacterSetAnimationOverride which seems to work with one exception. When I play "skill_attack_precision_01_cast", the Character plays the animation. but isn't holding their weapon.

Can someone explain to me why this is happening?

Joined: Jul 2014
Location: East Coast
journeyman
OP Offline
journeyman
Joined: Jul 2014
Location: East Coast
Full credit to LaughingLeader for this one.

You need to have your weapon unsheathed to have it play properly. You can achieve this via CharacterSetFightMode, and then ending FightMode upon the animation completing (which you will need to time seperately)


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