Forced stumble?

Post » Sat May 28, 2011 4:45 pm

I'm looking for code to force an actor to "stumble" (as when hit in combat by a heavy blow). Will using PickIdle create all the same effects as an actual stumble in combat (i.e., prevent blocking, moving, spellcasting, and attacking until the animation ends)?
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sharon
 
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Post » Sat May 28, 2011 6:12 pm

I'm looking for code to force an actor to "stumble" (as when hit in combat by a heavy blow). Will using PickIdle create all the same effects as an actual stumble in combat (i.e., prevent blocking, moving, spellcasting, and attacking until the animation ends)?

PlayGroup Stagger 0 perhaps?

EDIT: After testing the PlayGroup, it didn't work. So close but no cigar :P
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Carlos Rojas
 
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Post » Sat May 28, 2011 2:24 am

PlayGroup Stagger 0 perhaps?

EDIT: After testing the PlayGroup, it didn't work. So close but no cigar :P


Playgroup Stagger 0 will never work because the "0" variable tells the animation to play after ALL OTHER ANIMATIONS have ended which will never occur.

you have to use Playgroup Stagger 1 -> to force the anim to play no matter what other anims are currently playing.

You then have to use Playgroup Idle 0 to unlock the Players or NPC's controls that get locked up by Playgroup Stagger 1 -> this occurs when you call an animation group to play that does not exist like calling stagger to play while your weapon is not out -> you can of course prevent that behavior by just copy/paste of the H2HStagger and renaming the copy to just Stagger -> need to do it for both 1st and 3rd.
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Alexander Horton
 
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Post » Sat May 28, 2011 5:46 am

Playgroup Stagger 0 will never work because the "0" variable tells the animation to play after ALL OTHER ANIMATIONS have ended which will never occur.

you have to use Playgroup Stagger 1 -> to force the anim to play no matter what other anims are currently playing.

You then have to use Playgroup Idle 0 to unlock the Players or NPC's controls that get locked up by Playgroup Stagger 1 -> this occurs when you call an animation group to play that does not exist like calling stagger to play while your weapon is not out -> you can of course prevent that behavior by just copy/paste of the H2HStagger and renaming the copy to just Stagger -> need to do it for both 1st and 3rd.


Interesting, and very useful. Thanks, SS.
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Gemma Archer
 
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