A few suggestions for OBSE 21:
- OnJump Event (check for player jumping);
- SetDayOfWeek (set the day of week, much like GetDayOfWeek);
- ResetContainer (force a container to reset its contents);
- Double variable (for dealing with bigger numbers).
Thanks in advance.
Most of these look doable.
SetDayOfWeek has potential issues mentioned by kyoma and others. Do you simply want to change the name of the day as displayed in the game, or do you need actors to behave as if the day of week had actually changed?
Script variables actually are stored as double-precision floats already (so are array elements). However some of the game code converts them to single-precision values when operating on them - for example, when you pass a float as a command argument it is extracted as a single-precision value. Are there specific circumstances under which you need double precision?
What I was wondering is if there is a way to trigger events on animation events like the Sound event or any of the animation events. It would probably need to provide the actor, the animation sequence, and the time of the event in the animation. This could be a great way to do custom attack sequences, spell sequences, etc. It looks like you already have a tie in to some of those events and I was hoping this could be explored a little further.
Probably.
I don't know if you accept addition suggestions to obse, but is there ANY way you could add something for me?
An OnGameStart or OnSaveGameStart event handler.
We have LoadGame, SaveGame, and OnNewGame events - will those do the trick?
err.. no I meant could the OBSE team add it or is it not in the realm of possible with OBSE.
Knowing when the attack landed is not valuable in this case unless the mod some how could know how long the animation duration was from the first time "isattacking" return true.
Is attacking can be anywhere from standing still (just at begin of the attack animation) to just about to stand still way after the "peek" of the attack is over.
So for example there is no good way to know when an actor should "duck" when the opponent is power attacking.
I can "fake it" with various scripting tricks (I have done so in many of my mods) but knowing the duration of that attack animations would be much better and would also give other clues to the script. For example I would like to speed up an attack at the beginning and slow it down after the peek. A war hammer in oblivion if you slow it down to a more realistic total duration now swings too slow at the beginning and too fast after the peek of the attack (the recovery time). One way I could fix this (other than recreating all the animations themselves) if I could detect how long the animation was for both vanilla and custom animations.
Maybe it would be even better if OBSE could read the animation file to get all the interesting informations from it such as total duration, the peek time, the sound connected to it, the priority it has....stuff like that.
But I realize this may be too much to ask for from OBSE.
We have access to this info for loaded animations, some of which we've already decoded. We can get the game to load an animation from disk as well - do you expect to need that, or will you be working with animations that are already in use?