MF99K Posted June 2, 2016 Share Posted June 2, 2016 hey all. I've been working on a couple of new characters for a mod, but I've hit a couple of snags, primarily with animations. I want one of the characters to move differently than other characters would in their run cycle, and the other character needs a large, single-piece tail. How would I set up spriter/ code for these animations? second question, not about the animations and probably easier: how do I prevent a character from being able to speak besides using Wes' "mime" tag? Basically, a character that can't talk, like wes, but doesn't mime things either. Link to comment https://forums.kleientertainment.com/forums/topic/67846-custom-custom-character-animations/ Share on other sites More sharing options...
CarlZalph Posted June 2, 2016 Share Posted June 2, 2016 1 hour ago, mf99k said: hey all. I've been working on a couple of new characters for a mod, but I've hit a couple of snags, primarily with animations. I want one of the characters to move differently than other characters would in their run cycle, and the other character needs a large, single-piece tail. How would I set up spriter/ code for these animations? Sorry, I'm not familiar in this at all and cannot assist. 1 hour ago, mf99k said: second question, not about the animations and probably easier: how do I prevent a character from being able to speak besides using Wes' "mime" tag? Basically, a character that can't talk, like wes, but doesn't mime things either. AddPrefabPostInit("wilson", function(inst) if(inst and inst.components and inst.components.talker and inst.components.talker.Say) then inst.components.talker.Say = function(self, ...) -- Do nothing end end end ) I'm not preserving the old Say function since it's a silencer. If you want to conditionally silence the player then it's fairly trivial to extend: AddPrefabPostInit("wilson", function(inst) if(inst and inst.components and inst.components.talker and inst.components.talker.Say) then local Say_old = inst.components.talker.Say inst.components.talker.Say = function(self, ...) if(cond) then Say_old(self, ...) end end end end ) Link to comment https://forums.kleientertainment.com/forums/topic/67846-custom-custom-character-animations/#findComment-779117 Share on other sites More sharing options...
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