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Robot animations at farm plots

Simpson3k

Member
Messages
22
I was experimenting with robots at graygarden with farmplots and the pre existing robots are even more stupid than they apear, refusing to do anything but their default stuff. So i did build an own robot there and well it aproached the interior farm plot and it worked but it lacked any animation. How about make mister handy robots from the workshop do the animation of the mister handys from graygarden at attending the plants outside?
 
You can get animations for Mr Handy from the Invisible Marker Pack mod and place them around but not for the other robots unfortunately. You kind of have to idle-spam the markers around to get them really used though I think.
 
Oh does that mod allow to place those markers I often removed with scrap everything, about people hammering at a wall or sitting on the ground or leaning against a tree or something?
 
Yep, pretty much every possible idle but no completely new ones like Automatrons which never had idles added unfortunately.
 
I have no idea how exactly idles work, but, automatrons should have various attack animations at least? Isn't it possible to make them do an "attack melee" animation in a farm or something?

And even if that is too much, can't you add an idle marker for "don't do anything"? It seems to me that usually automatrons don't use their work plots because they are unable to use any of the markers in there.
 
I have no idea how exactly idles work, but, automatrons should have various attack animations at least? Isn't it possible to make them do an "attack melee" animation in a farm or something?

And even if that is too much, can't you add an idle marker for "don't do anything"? It seems to me that usually automatrons don't use their work plots because they are unable to use any of the markers in there.
In my experience with automatrons they will use the normal furnature markers (or most of them anyway, not sitting or lying markers, but most of the standing work markers at least). However they just stand at them doing nothing for awhile. I primarily know this because due to the nature of my add-on I have about 30,000 robots per settlement and get to watch them stand around like giant useless lumps most of the time as a result :P.

Having said that, even putting down robot idles isn't very effective. Even the plots I've built with robot idles don't work very well with automatrons (see my GAI hydroponics farm for an example of this, the spawned robot will use the idles fine, but other Mr. Handy's/Robots will not)
 
Mr. Handy bots already have a farm animation due to the ones at Graygarden milling about trimming stuff. For protectrons: a flames/cryo/smoke combat effect could be combined with a different particle effect for water/dust/radioactive fertilizer to produce a farming effect. Use a laser effect or buzz saw combat animation to do industrial stuff. Robobrains could be used to power industrial equipment with a running animation on top of an idle command. The key is how to command a certain bot in a certain plot to use a certain animation in a certain place with a correct orientation.
 
In thinking further on robot animations; I have a question about how the creation kit knows to perform an animation in the first place. When designing a plot or anything in the CK is there just a "animation object" that is placed on the spot where a settler will perform an animation, i.e. kneel and use blow torch, play in the dirt? I am assuming that this object pulls from a list of animations stored in a folder in the game files. Is it possible to add another "animation object" to the CK that applies only to robo settlers that would draw from their list of animations and not the base settlers?
 
In thinking further on robot animations; I have a question about how the creation kit knows to perform an animation in the first place. When designing a plot or anything in the CK is there just a "animation object" that is placed on the spot where a settler will perform an animation, i.e. kneel and use blow torch, play in the dirt? I am assuming that this object pulls from a list of animations stored in a folder in the game files. Is it possible to add another "animation object" to the CK that applies only to robo settlers that would draw from their list of animations and not the base settlers?

Animations are tied to furniture objects and idle objects. i have never seen one that has multiple animations tied to it randomly, although there are animations that seem to depend on context (likes the NPCs position at the start)
 
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