ModdedMeghan Posted May 1, 2016 Share Posted May 1, 2016 Before getting into this I just wanna say I'm still pretty new to scripting so if I'm missing something incredibly obvious don't get madAnyway I've been working at this for longer than I care to admit and after searching through the forums and creation kit wiki I haven't gotten very far. So, this is the script I'm working with: Scriptname AnimationTestScript extends ObjectReferenceevent OnInIt()registerForAnimationEvent(game.GetPlayer(), "attackStart")endEventevent OnAnimationEvent(ObjectReference akSource, string asEventName)if (akSource == game.GetPlayer()) && (asEventName == "attackStart")debug.MessageBox("Weapon Fired")endIfendEvent It's basically just the second script on this page of the creation wiki but with a different animation.So before I tried it in Fallout I tested it out in Skyrim and it worked fine.But in Fallout nothing happens.I thought maybe it was this animation so I tried a few different ones but none of them worked either. At this point I'm guessing either Fallout has a different way of dealing with this or I made a mistake (or several) somewhere. Also if you're wondering where I'm getting 'attackStart' from it can be found here in the GECK: Replacing 'attackStart' with "1stPFireSingle' did nothing if you're wondering. :sad: If anyone has any ideas I'd be very happy to hear them.Thanks! Link to comment Share on other sites More sharing options...
FrankFamily Posted May 1, 2016 Share Posted May 1, 2016 (edited) In skyrim there is a massive amount of animation events that don't fire, chances are the same happens with fallout 4. I'd recommend setting up a testing script that registers for all animation events you see in f4 ck that are related to attacking and have them trace asEventName, then check the log to see which of them fire and see what you can do with that.And place a notification on the oninit block to be sure it's running the script. Edited May 1, 2016 by FrankFamily Link to comment Share on other sites More sharing options...
DeEz Posted May 6, 2016 Share Posted May 6, 2016 I think the animevent you are looking for is "weaponFire". Link to comment Share on other sites More sharing options...
ModdedMeghan Posted May 17, 2016 Author Share Posted May 17, 2016 In skyrim there is a massive amount of animation events that don't fire, chances are the same happens with fallout 4. I'd recommend setting up a testing script that registers for all animation events you see in f4 ck that are related to attacking and have them trace asEventName, then check the log to see which of them fire and see what you can do with that.And place a notification on the oninit block to be sure it's running the script. I did just that and after a lot of testing I got to work for automatic weapons...but only the minigun and not any other automatic weapons for some reason unknown to me.At any rate it seems I'll have to find a different way to get this working and it will most likely invovle F4SE.Thank you for the input! Link to comment Share on other sites More sharing options...
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