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[LE] Actor Animation Speed?


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like SpeedMult actor value? like in convenient horse, like when they run really fast?

 

like yeah that possible.

; Gets the specified actor value - returns 0 and logs an error if the value is unknown
float Function GetActorValue(string asValueName) native

; Sets the specified actor value
Function SetActorValue(string asValueName, float afValue) native

Seriously

 

List of possible values

 

http://www.creationkit.com/index.php?title=Actor_Value_List

 

&

 

http://www.creationkit.com/index.php?title=GetActorValue_-_Actor

 

& lucky last

 

http://www.creationkit.com/index.php?title=SetActorValue_-_Actor

 

Also you may need to register for some type Animation Event, for when you restore it, so don't need a maintenance code. I'll leave it to you.

 

Open Generate FNIS for Users Folder, there is two Texts in here

  1. AnimEvents.txt
  2. AnimVars.txt

next

  1. Give Fore a Kudos.

read them & do it.

 

Example: On a Player Alias. First sit on chair, then a Horse.

Event OnSit(ObjectReference akFurniture)

    ObjectReference akSource = self.GetReference()
    Self.RegisterForAnimationEvent(akSource, "SoundPlay.NPCHorseMount")    
EndEvent

;    SoundPlay.NPCHorseDismount
;    SoundPlay.NPCHorseMount

Event OnAnimationEvent(ObjectReference akSource, string asEventName)

    ObjectReference SourceREF = self.GetReference()

    If(asEventName == "SoundPlay.NPCHorseDismount" && akSource == SourceREF)

        
        debug.Notification("Player Dismounted a Horse")
        self.UnregisterForAnimationEvent(akSource, "SoundPlay.NPCHorseDismount")

    ElseIf(asEventName == "SoundPlay.NPCHorseMount" && akSource == SourceREF)

        Self.RegisterForAnimationEvent(akSource, "SoundPlay.NPCHorseDismount")
        debug.Notification("Player Mounted a Horse")    
        self.UnregisterForAnimationEvent(akSource, "SoundPlay.NPCHorseMount")
    EndIf
EndEvent

Edit: Got the script wrong, that will teach me for making up on the spot.

Edited by PeterMartyr
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