I'm trying to do the following: when a target is playing the bleed out animation (the one with the kneel on the ground) I wish to press the activate button on him and then see how the player character performs a certain killmove on the target.
What I did so far is:
I created a perk that has 'Activate' as Entry point. I have the boxes 'run immediately' and 'replace default' checked.
I set as target conditions 'isBleedingOut = 1' and 'IsEssential = 0'
Now comes the tricky part for me. I have to write a script so that the game knows what has to be done upon pressing the activate key. My script looks like this:
Actor target = akTargetRef As Actor
game.getPlayer().PlayIdleWithTarget(pa_1HMKillMoveBleedOutKill, akTargetRef)
Idle Property pa_1HMKillMoveBleedOutKill Auto
I wrote this directly in the 'papyrus fragment' window. Am I supposed to do it that way?
The script doesn't compile and it throws the following two errors:
no viable alternative at input 'Idle'
no viable alternative at input 'pa_1HMKillMoveBleedOutKill'
I'm also not sure if I'm using the proper name for the killmove I'm referencing. I'm using the killmove ID as it appears in the idle manager window. Should I be using the animevent name instead? Changing the name didn't make the script compile though.
Thanks for any help.