Good afternoon! I usually write to the forum at a time when I need help. But this time I want to share my experience.
Task: you need to add corpses to the location. This is necessary when you write the quest and you need to show the results of the battle. For example: the burning city and the dead people on earth.
The task is kind of simple: create a character and kill it.
But there is a problem: if we prescribe a type of citizen or any other person to the character, he will first stand, then die. It does not look very good.
You can assign a type of recumbent actor to the character. But again: when you play the animation, the character will still get up.
A bit of theory: the animation of the character's death is selected inside the function "SetCharacterTask_Dead".
And we can not influence what animation should be played.
How to be?
Solve the problem: let's say the character we're killing uses the "man" animation.
1) Save the file "man.ani" with a new name. For example: "deadman.ani";
2) Open the usual notepad or any text editor "deadman.ani"
3) Remove all deaths from the file "deadman.ani"
4) Save changes to the file.
Additionally, you can delete the movements that are played during the receipt of damage.
It remains only to adjust the parameters of our corpse: write him an animate "deadman", not "man". After that, call him a lying actor and kill at the right time.
All!
Task: you need to add corpses to the location. This is necessary when you write the quest and you need to show the results of the battle. For example: the burning city and the dead people on earth.
The task is kind of simple: create a character and kill it.
But there is a problem: if we prescribe a type of citizen or any other person to the character, he will first stand, then die. It does not look very good.
You can assign a type of recumbent actor to the character. But again: when you play the animation, the character will still get up.
A bit of theory: the animation of the character's death is selected inside the function "SetCharacterTask_Dead".
And we can not influence what animation should be played.
How to be?
Solve the problem: let's say the character we're killing uses the "man" animation.
1) Save the file "man.ani" with a new name. For example: "deadman.ani";
2) Open the usual notepad or any text editor "deadman.ani"
3) Remove all deaths from the file "deadman.ani"
4) Save changes to the file.
Additionally, you can delete the movements that are played during the receipt of damage.
It remains only to adjust the parameters of our corpse: write him an animate "deadman", not "man". After that, call him a lying actor and kill at the right time.
All!