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How do I play a first person animation in a script?


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Hey again.

 

In short, I'm trying to get the Shield Bash animation to play inside of a spell script but I don't know how to call it up or what it's called. Does anybody know where I can find a list of the first person animations and/or the script command to activate them? I'm on the CS wiki atm but I can't find any lists.

 

Also, I'm expecting to run into a problem with the built in cast animations. Will calling up the Shield bash animation override the default animation or will I have to add some script stuff to stop that as well?

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Never mind! I finally found all the stuff on the wiki. My first person animation works great and behaves even better than intended! The only thing I need to fix is the initial touch spell animation. (If you know how to get rid of that please share and save me some time!)

 

But...Now I've got a new problem. I was using :

 

ref BashTarget

...

set BashTarget to GetCrosshairRef

...

player.PushActorAway BashTarget 10

 

​and it worked great. I didn't like the PushActorAway mechanic, however. It's too powerful for my taste so I tried to tweek the last line and made it:

 

BashTarget.PlayGroup Stagger 1

 

​Not only did it not work but it also caused the NPC to run straight into me without attacking. I tweeked it again to:

 

BashTarget.PlayGroup Idle1

BashTarget.PlayGroup Stagger 1

​BashTarget.PlayGroup Idle 0

 

The stagger didn't work but the NPC would Attack me again. Anybody got any idea why I can't make the NPC stagger?

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Update.

 

I'd still like someone to share if they know how to cast a touch spell without the animation.

 

I figured out why the stagger wasn't working. PlayGroup doesn't appear to do anything and I need to use PlayIdle to make it work. It looks like it's going to take a lot busy work to get it to happen. Turns out there are specific animations that have to be called for every NPC weapon type and every Creature type to get the target to stagger. They are located at:

 

Gameplay >> Idle Animations >> Bash

 

and require OBSE, the Idle Animations window in the CS, and the PlayIdle function to get things working. Hopefully I can get this sucker working by tonight. I'll update this incase any googlers with my problem stumble onto this one day.

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I'd still love it if somebody could share the secret of the no cast animation spell.

Update:

I got the thing working pretty darn good. I studied another persons bash script and I think one of the files I dl'd from him had all the stagger animations I ended up using. When I incorporate this spell into the mod I'm making I'm going to have to pass that along.

 

For anybody trying to make their own Shield bash mod, that guys mod was called Push Combat Ability. It was also helpful for learning how to force an NPC animation.

 

Unlike that guys mod which allowed shield bashing outside of a spell, I managed to get the thing working in a single spell script. I guess the most important pieces of info fall into these examples:

 

ref Bashtarget

ref aBear

ref ah2hStagger

 

if (BashTarget.IsActor == 1)
player.PlayGroup BlockAttack 1 ;This makes the player do the animation
player.PlayGroup Idle 0​ ; It can be replaced by any animation for other spell ideas

...

if (BashTarget.IsCreature == 1)

if (Nameincludes "Bear" == 1);smart trick by that mod maker. Creatures always
let aBear := aaBearStagger ;have their types in their names
Bashtarget.PlayIdle aBear 1

...

elseif (Bashtarget.GetWeaponAnimType == 0) ;hand to hand
...
let ah2hStagger := aah2hStagger
Bashtarget.PlayIdle ah2hStagger 1

...

 

Just remember to go into Gameplay >> Idle Animations and create a different animation ID for every creature and npc weapon type.

Edited by Grindspice
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memory is really fuzzy on this one

In one of my earliest attempts at my own mod used a spell/spell script to

control speeds, I think I found a way to cast a spell without the animation by making

it into a disease rather than a spell. Then again, its been a long time ago and

can't remember worth a flip.

In the end, whatever I did back then didn't work for what I needed, thus the reason I ended up

scrapping that direction altogether.

 

sorry I wasn't too helpful on this one.

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quote : "I'd still love it if somebody could share the secret of the no cast animation spell."

 

you can use static object to do the cast rather than the actor reference itself

this mod could be a reference for this cast trick, Greed Vision --> https://www.nexusmods.com/oblivion/mods/48244/

or this mod could be more clear example and the more of it, it handle animations

Pet Animals --> https://www.nexusmods.com/oblivion/mods/48398

Edited by lubronbrons
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