Elias555 Posted August 28, 2016 Author Share Posted August 28, 2016 Try this snippet. Works for NPC's using it as well. function OnEffectStart(actor Target, actor Caster) debug.SendAnimationEvent(Caster as objectreference, "ShoutSprintMediumStart")endFunction That didn't work. Link to comment Share on other sites More sharing options...
Di0nysys Posted August 28, 2016 Share Posted August 28, 2016 Exactly how are you using it? Link to comment Share on other sites More sharing options...
Elias555 Posted August 28, 2016 Author Share Posted August 28, 2016 Exactly how are you using it? As a lesser power. I should've mentioned that before. Link to comment Share on other sites More sharing options...
Di0nysys Posted August 29, 2016 Share Posted August 29, 2016 I use it as a lesser power as well, use script to get NPC's to cast it. Here's a resource, someone's already done it. http://www.nexusmods.com/skyrim/mods/57475/? Link to comment Share on other sites More sharing options...
Elias555 Posted August 29, 2016 Author Share Posted August 29, 2016 (edited) I use it as a lesser power as well, use script to get NPC's to cast it. Here's a resource, someone's already done it. http://www.nexusmods.com/skyrim/mods/57475/?Oh damn, didn't think someone would make the exact thing I needed lol.Anyway, I think the problem was that a shout animation event needs to have the shout animation precede it.Thanks! Function OnEffectStart(actor Target, actor Caster) Debug.SendAnimationEvent(Caster as ObjectReference, "ShoutStart") Debug.SendAnimationEvent(Caster as ObjectReference, "ShoutSprintMediumStart") EndFunction Edit:New problem, how do I alter the magnitude so the player isn't going the full distance? Setting the magnitude lower doesn't do anything. I tried adding (Caster as ObjectReference).InterruptCast() at the end with no delay, no luck. Adding: Utility.Wait(0.2) Debug.SendAnimationEvent(Caster as ObjectReference, "IdleForceDefaultState") Stops the animation but the player auto jogs the rest of the distance. If the PC is unsheathed, they have to re-equip the weapon to get things to fix. Edited August 29, 2016 by Elias555 Link to comment Share on other sites More sharing options...
PeterMartyr Posted August 29, 2016 Share Posted August 29, 2016 I see nothing wrong with your ScriptsSoDoes the Animation "ShoutSprintMediumStart" have any conditions making your Perfectly Ok, there Nothing Wrong with this Script, it should work...... Void. Link to comment Share on other sites More sharing options...
Di0nysys Posted August 29, 2016 Share Posted August 29, 2016 I use it as a lesser power as well, use script to get NPC's to cast it. Here's a resource, someone's already done it. http://www.nexusmods.com/skyrim/mods/57475/?Oh damn, didn't think someone would make the exact thing I needed lol.Anyway, I think the problem was that a shout animation event needs to have the shout animation precede it.Thanks! Function OnEffectStart(actor Target, actor Caster) Debug.SendAnimationEvent(Caster as ObjectReference, "ShoutStart") Debug.SendAnimationEvent(Caster as ObjectReference, "ShoutSprintMediumStart") EndFunction Edit:New problem, how do I alter the magnitude so the player isn't going the full distance? Setting the magnitude lower doesn't do anything. I tried adding (Caster as ObjectReference).InterruptCast() at the end with no delay, no luck. Adding: Utility.Wait(0.2) Debug.SendAnimationEvent(Caster as ObjectReference, "IdleForceDefaultState") Stops the animation but the player auto jogs the rest of the distance. If the PC is unsheathed, they have to re-equip the weapon to get things to fix. There's no conditions in CK to change. The distance is governed by behaviour. Maybe there's a way to edit that somehow, but i don't know. Link to comment Share on other sites More sharing options...
Elias555 Posted August 30, 2016 Author Share Posted August 30, 2016 Instead of editing, isn't there a way to force the player to stop moving suddenly? Link to comment Share on other sites More sharing options...
Di0nysys Posted August 30, 2016 Share Posted August 30, 2016 Instead of editing, isn't there a way to force the player to stop moving suddenly?Dunno maybe interrupt it with another animevent? Thou haven't tried that and it may look bad animating. Why not use the short dash? Link to comment Share on other sites More sharing options...
Elias555 Posted August 31, 2016 Author Share Posted August 31, 2016 Instead of editing, isn't there a way to force the player to stop moving suddenly?Dunno maybe interrupt it with another animevent? Thou haven't tried that and it may look bad animating. Why not use the short dash? Isn't this an animation event? Like I said, the PC is still propelled and just runs the rest of the way and an unsheathed weapon needs resheathing. Utility.Wait(0.2) Debug.SendAnimationEvent(Caster as ObjectReference, "IdleForceDefaultState") I think that was the shortest dash, despite the name. Link to comment Share on other sites More sharing options...
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