Difference between revisions of "PlayIdleWithTarget - Actor"

From the CreationKit Wiki
Jump to navigation Jump to search
imported>Terra Nova2
m (→‎Notes: (Last edit))
imported>Terra Nova2
m (→‎Notes: Fixed note to reflect general package use.)
Line 28: Line 28:


== Notes ==
== Notes ==
*This function will cause the initiating actor to be stuck in combat alert status and unable to come out of it, no matter what combat based functions is called. To fix this, the scene package running with the phase the function is called on, must have the Weapon drawn flag checked. When checked, the alert status is back to normal when the scene ends. See [http://forums.bethsoft.com/topic/1447688-issue-with-playidlewithtarget-and-killer-staying-in-combat-alert/?hl=%2Balert#entry22342004 source] for more info.
*This function will cause the initiating actor to be stuck in combat alert status and unable to come out of it, no matter what combat based functions is called. To fix this, the package running must have the Weapon drawn flag checked. When checked, the alert status is back to normal when the package ends. See [http://forums.bethsoft.com/topic/1447688-issue-with-playidlewithtarget-and-killer-staying-in-combat-alert/?hl=%2Balert#entry22342004 source] for more info on how to use this in scenes.


== See Also ==
== See Also ==

Revision as of 03:35, 22 December 2014

Member of: Actor Script

Plays the idle passed and overrides the actor's target with the given target. If no target is passed, then the idle will use the actor's current target instead.

Syntax

bool Function PlayIdleWithTarget(Idle akIdle, ObjectReference akTarget) native

Parameters

  • akIdle: The idle to play on this actor.
  • akTarget: The target the actor should play the idle with - usually used for paired animations.

Return Value

True if the idle was successfully loaded and played, false otherwise.

Examples

; Start Hadvar's backstab paired idle against the thief
if Hadvar.PlayIdleWithTarget(Backstab, Thief)
  Debug.Trace("Hadvar just backstabbed the thief!")
else
  Debug.Trace("Something went wrong")
endIf

Notes

  • This function will cause the initiating actor to be stuck in combat alert status and unable to come out of it, no matter what combat based functions is called. To fix this, the package running must have the Weapon drawn flag checked. When checked, the alert status is back to normal when the package ends. See source for more info on how to use this in scenes.

See Also