LSP Animations Tavern Animation Pack

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Nobody is sitting and Phyton didn't give any error.
ml8kG4.jpg
 
This code must be where?
Code:
dedal_tavern_animations = (
	ti_on_agent_spawn,1,0,[
		(eq, "$talk_context", tc_tavern_talk),
		(store_trigger_param_1,":agent"),
		(agent_get_troop_id,":troop",":agent"),
		(try_begin),
			(is_between,":troop","trp_musican_male","trp_musicans_end"),
			(try_begin),
				(agent_has_item_equipped,":agent","itm_dedal_lutnia"),
				(agent_set_stand_animation, ":agent", "anim_lute_sitting"),
				(agent_set_animation, ":agent", "anim_lute_sitting"),
				(agent_play_sound,":agent","snd_dedal_tavern_lute"),
			(else_try),
				(agent_has_item_equipped,":agent","itm_dedal_lira"),
				(agent_set_stand_animation, ":agent", "anim_lyre_sitting"),
				(agent_set_animation, ":agent", "anim_lyre_sitting"),
				(agent_play_sound,":agent","snd_dedal_tavern_lyre"),
			(try_end),
			(store_random_in_range,":r",0,300),
			(agent_set_animation_progress,":agent",":r"),
		(else_try),
			(is_between,":troop",tavern_minstrels_begin,tavern_minstrels_end),
			(try_begin),
				(agent_has_item_equipped,":agent","itm_dedal_lutnia"),
				(agent_set_stand_animation, ":agent", "anim_lute_standing"),
				(agent_set_animation, ":agent", "anim_lute_standing"),
				(agent_play_sound,":agent","snd_dedal_tavern_lute"),
			(else_try),
				(agent_has_item_equipped,":agent","itm_dedal_lira"),
				(agent_set_stand_animation, ":agent", "anim_lyre_standing"),
				(agent_set_animation, ":agent", "anim_lyre_standing"),
				(agent_play_sound,":agent","snd_dedal_tavern_lyre"),
			(try_end),
			(store_random_in_range,":r",0,300),
			(agent_set_animation_progress,":agent",":r"),
		(else_try),
			(is_between,":troop",walkers_begin,walkers_end),
			(try_begin),
				(agent_has_item_equipped,":agent","itm_dedal_kufel"),
				(agent_set_stand_animation, ":agent", "anim_sitting_drinking_low"),
				(agent_set_animation, ":agent", "anim_sitting_drinking_low"),
				(store_random_in_range,":r",0,300),
			(else_try),
				(agent_set_stand_animation, ":agent", "anim_sitting_low"),
				(agent_set_animation, ":agent", "anim_sitting_low"),
				(store_random_in_range,":r",0,300),
			(try_end),
			(agent_set_animation_progress,":agent",":r"),
		(try_end),
	],[])
 
There is no trigger for getting back up, you're not supposed to interact with the folk sitting down lest you suffer paralysis like they did.
Speaking of which, it's hilarious to watch them sip nonchalantly when the player runs into a drunkard or assassin in the taverns.
 
Might this interfere with this OSP script from HokieBT?
Code:
  ("setup_tavern_brawl",
   [   
		(set_party_battle_mode),
		(get_player_agent_no, ":player_agent"),
		(try_for_agents, ":cur_agent"),
			(neq, ":cur_agent", ":player_agent"),
			(store_random_in_range, ":team", 1, 6),	#use team 1-5 for tavern brawlers
			(agent_set_team, ":cur_agent", ":team"),
			(agent_clear_scripted_mode, ":cur_agent"),	#may not be necessary for tavern?
			(agent_set_speed_limit, ":cur_agent", 50),	#may not be necessary for tavern?
		(try_end),
(music_set_situation, mtf_sit_fight),
		(play_track, "track_tavern_fight", 2),
   ]),
 
These animations are wonderful.  I am using them in a new scene but how do you get someone to stand up after using them.
I have tried
                                  (agent_set_stand_animation, ":cur_agent", anim_stand, 0),
                                    (agent_set_animation, ":cur_agent", anim_stand, 0),
and
                                  (agent_set_stand_animation, ":cur_agent", anim_crouch_stand, 0),
                                    (agent_set_animation, ":cur_agent", anim_crouch_to_stand, 0),
But it does not seem to work.

 
The sitting animation loop has the same priority as the death animation, meaning any animation you normally play after that point will be useless. Modify the animation priorities and also make sure to use agent_set_animation_progress as well.
 
Somebody said:
The sitting animation loop has the same priority as the death animation, meaning any animation you normally play after that point will be useless. Modify the animation priorities and also make sure to use agent_set_animation_progress as well.
That did the trick thanks.
 
This works beautifully! However, I am getting the error "Incorrect skeleton type for anim 553" every time I enter a scene where the player (or anyone else for that matter) is riding a horse. What cause, how fix?

Hoping somebody can help me!
 
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