Wylfred Posted July 30, 2016 Share Posted July 30, 2016 (edited) I am trying to implement additional combat manuevers in the forms of spells that activate killmove animations with negative effects on targets. I currently bind those spells to hotkeys with modifiers to have a more fluent control. My missing feature is the ability to cancel the animation in case of missing the target. I tried to implement it via another spells and a script to charge up an idle from the mod TkCombat. The idle is aaakillmoveend which obviously returns the pc to the standart combat state no matter in what animation they are. When I try it in the console command panel it works fine (player.playidle aaakillmoveend), but when I add the function in a script attached to a spell it doesn't. It goes: Scriptname aaaaIdleStop extends activemagiceffect Idle Property chargeupidle Auto ;=================================== Event OnEffectStart (Actor Target, Actor Player) Actor PlayerActor = Game.GetPlayer() Playeractor.playidle(chargeupidle) endEvent In the charge idle I choose the porper idle. No effect. I am no modder. I have hardly any knowledge in papyrus commands. I reckon that I miss a certain command to stop animations altogether? Anyway I hope someone could help me with that. Edited July 30, 2016 by Wylfred Link to comment Share on other sites More sharing options...
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