Medusa30 Posted April 21, 2013 Share Posted April 21, 2013 I have a problem getting my script for weapon animations to work. The animations dont run, when the animation event is fired. Can you help me out please? Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) if (AsenAsgardianBladeWeaponList.HasForm(akBaseObject)) && (IsAsgardianBladeEquipped == false) IsAsgardianBladeEquipped = true TEMPAsenWeapon = Game.GetPlayer().GetEquippedWeapon() TEMPAsenWeaponSpell = AsenAsgardianBladeSpellList.GetAt(GetFormIndex(AsenAsgardianBladeWeaponList, akBaseObject)) as Spell TEMPAsenWeaponBlockingSpell = AsenAsgardianBladeBlockingSpellList.GetAt(GetFormIndex(AsenAsgardianBladeWeaponList, akBaseObject)) as Spell RegisterForAnimationEvent(game.GetPlayer(), "WeaponSwing") endif EndEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) if ! (akSource == Game.GetPlayer()) return endif if (asEventName == "WeaponSwing") && (IsAsgardianBladeEquipped == true); && (IsPowerAttacking == true) ((TEMPAsenWeapon as Form) as ObjectReference).PlayGamebryoAnimation("UnfoldAll") TEMPAsenWeaponSpell.Cast(PlayerRef) ; IsPowerAttacking = false Utility.Wait(0.4) ((TEMPAsenWeapon as Form) as ObjectReference).PlayGamebryoAnimation("FoldAll") endif EndEvent The animations are stored in a .nif file, it basicly is built up like the nordic wooden door. Take a look at the attached .nif for more details about the model. Link to comment Share on other sites More sharing options...
ImsumDave Posted April 21, 2013 Share Posted April 21, 2013 I don't know much about scripting and I've only done some very basic C coding, but I may see a problem with the script logic. On line 2 of your script you have "if (AsenAsgardianBladeWeaponList.HasForm(akBaseObject)) && (IsAsgardianBladeEquipped == false)". IsAsgardianBladeEquipped would be checked if it's false on the event OnObjectEquipped. But when are you setting it to false anywhere in your code previous to this? Are you doing so when you define it? Again, I don't know a thing about scripting, so I wouldn't surprised if what I just said is complete arse. Link to comment Share on other sites More sharing options...
Medusa30 Posted April 22, 2013 Author Share Posted April 22, 2013 (edited) I don't know much about scripting and I've only done some very basic C coding, but I may see a problem with the script logic. On line 2 of your script you have "if (AsenAsgardianBladeWeaponList.HasForm(akBaseObject)) && (IsAsgardianBladeEquipped == false)". IsAsgardianBladeEquipped would be checked if it's false on the event OnObjectEquipped. But when are you setting it to false anywhere in your code previous to this? Are you doing so when you define it? Again, I don't know a thing about scripting, so I wouldn't surprised if what I just said is complete arse. Dont worry about that: Bool IsAsgardianBladeEquipped = False I am also setting it back to "false" on the unequip event, but thats not an issue since my spells that run through this mechanic are casted. Edited April 22, 2013 by Medusa30 Link to comment Share on other sites More sharing options...
Medusa30 Posted April 23, 2013 Author Share Posted April 23, 2013 *bump* Link to comment Share on other sites More sharing options...
Medusa30 Posted April 24, 2013 Author Share Posted April 24, 2013 (edited) I took a look at the dwarven mechanical weapons mod, but the logic of those weapons just looks shitty on my one even if I copy the scripts and model strcture 1:1. Don't you guys know any way to get NiControlSequences working für weapons? Edited April 24, 2013 by Medusa30 Link to comment Share on other sites More sharing options...
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