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if Player.IsAnimPlaying <AnimGroup>


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I'm currently working on a script that checks the players actions done with a 1hmeele weapon.

 

It's very simple and just reacts on the different animations connected to the action. Now I've got it to work with the BlockIdle Anim taken from the GECKs AnimGroup List. Unfortunately, using one of the PowerAttack animations instead, the test sound is played on any movement related animation, but is silent on the attack anims.

 

Works:

	if Player.IsAnimPlaying BlockIdle == 1
	 Playsound Test
endif

 

Trigger the test sound on any movement animation,

but its silent while AttackForwardPower is played...

	if Player.IsAnimPlaying AttackForwardPower == 1
	 Playsound Test
endif

 

Why, why, WHY? How to get the AttackRightPower, AttackLeftPower, AttackBackPower, AttackForwardPower, AttackPower to work?

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  • 1 year later...

I'd also like to know more about this...

 

I've tried testing AnimGroups in the GECK list from "AttackThrow5ISDown" to "DynamicIdle" with the console on the Player (made a few batch files to make it easier) and found out the following:

  • if the player is standing still, only DynamicIdle returns 1
  • if the player is moving in one direction, e.g. walking forward, all movement related AnimGroups return 1 (FastRight, FastLeft, FastBackward, FastForward, Right, Left, Backward, Forward; even JumpLoop)
  • if the player has a weapon drawn in 3rd person mode, all attack related AnimGroups return 1, even PlaceMine, AttackThrow, AttackSpin etc. when a melee weapon or gun is drawn; even equip, holster and unequip
  • if the player has a weapon drawn in 1st person mode, all attack AnimGroups except the ones ending with -Down and -Up return 1

It looks like all this works fine in Oblivion with OBSE... as mentioned in this thread for instance - Bullet Time on Power Attack (IsPowerAttacking, IsAnimGroupPlaying)

Haven't played with OBSE yet to make 100% sure, but if there are mods like Deadly Reflex, it probably works great.

 

Weird...

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