Difference between revisions of "Talk:GetAttackState"

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(Changed content after further testing should be my final change and conclusion.)
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I have conducted some testing on this as well and I actually believe it's based off a current attack state(Swing or otherwise)
I have conducted some testing on this as well and I actually believe it's based off a current attack state(Swing or otherwise)


Meaning I believe the list is as follows (Still in the process of testing.)
Testing was conducted using a Console Batch file running at a 25ms interval on checks.


0: Not attacks being done (This also includes Magic casting which seems to not be counted as an attack state also blocking in included here unless you are shield bashing in which case it falls under state 6)
Meaning I believe the list is as follows:
 
0: No attacks being done (This also includes Magic casting which seems to not be counted as an attack state also blocking in included here unless you are shield bashing in which case it falls under state 6)


1: Holding a Swing (Unarmed, One hander, Two hander)
1: Holding a Swing (Unarmed, One hander, Two hander)
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4: Recovery (Unarmed, One hander, Two hander)
4: Recovery (Unarmed, One hander, Two hander)


5: Seems to be the instant the actor can attack again or finished Recovery (only for Unarmed, One hander, Two hander. I am however unsure of this one my Perk entry point only showed this sometimes but was always after 4 and before 0 so I am assuming this anyone able to confirm?)
5: Seems to be the instant the actor can attack again or finished Recovery (only for Unarmed, One hander, Two hander. I am however unsure of this one my Batch console only showed this sometimes but was always after 4 and before 0 so I am assuming this anyone able to confirm?)


6: Bashing (This is any bash, Shield, Bow, Crossbow, One Handers, Two Handers, Torches etc.)
6: Bashing (This is any bash, Shield, Bow, Crossbow, One Handers, Two Handers, Torches etc.)


7: Unknown - If we follow the apparent pattern though 7 could be perhaps the instant the bash is finished?
7: Unknown - This does not appear to be anything


8: Appears to be part of Reload/Draw for Bow but I can't tell (Maybe the instant the reload is finished? it's only appeared sometimes but it was always after the 9th state and not before.)
8: The Start of either a Bow or Crossbow draw(as soon as you click)


9: Drawing of a bow / Reload of a Crossbow
9: Drawing of a bow / Reload of a Crossbow (Effectively a Reload phase)


10: Seems to be holding a Shot (Crossbow/Bow)
10: Seems to be holding a Shot (Crossbow/Bow)


11: Seems to be Release of a shot (Crossbow/Bow)
11: Seems to be Release of a shot (Crossbow/Bow) Note: this only seems to fire some of the time I am not sure if it's because a shot release is so fast it doesn't register with my 25ms Interval Console batch or not though.


12: Recovery (For bow/Crossbow)
12: Recovery (For bow/Crossbow)


13: Seems to be instant the actor finish recovery and are ready to shoot again or reload in the case of a crossbow ()
13: Seems to be instant the actor finish recovery and (Reload in the case of a crossbow) are ready to shoot again
 
 
I tested upto state 20 but nothing appeared after 13 so I am assuming that this is all there is.


Still require testing to figure out exact states but this is how I believe this condition works.
There doesn't appear to be any states after state 13.


[[User:Bot Owned|Bot Owned]] ([[User talk:Bot Owned|talk]]) 2013-04-26T02:12:16 (EDT)
[[User:Bot Owned|Bot Owned]] ([[User talk:Bot Owned|talk]]) 2013-04-26T02:12:16 (EDT)

Revision as of 05:03, 26 April 2013

Values tested for the condition function GetAttackState ;

Note: It seems very inaccurate ( Maybe values aren't remaining the same a long time enough to be caught by my ability-spell script refresh ? )

Indices do not fit with other lists such as for : GetEquippedItemType


0 => NO WEAPON ATTACK. (Spell-casting won't change this value) - It looks like the only value to be really accurate (?)

1 => 1-Hand DAGGERS

2 => 1-Hand AXES

3 => 1-Hand SWORDS

4 => 1-Hand SWORDS

5 => 2-Hands AXES

6 => ...

7 => ...

8 => ...

9 => ...

10 /11 => BOW



I have conducted some testing on this as well and I actually believe it's based off a current attack state(Swing or otherwise)

Testing was conducted using a Console Batch file running at a 25ms interval on checks.

Meaning I believe the list is as follows:

0: No attacks being done (This also includes Magic casting which seems to not be counted as an attack state also blocking in included here unless you are shield bashing in which case it falls under state 6)

1: Holding a Swing (Unarmed, One hander, Two hander)

2: Swing Released (Unarmed, One hander, Two hander)

3: Contact (Unarmed, One hander, Two hander)

4: Recovery (Unarmed, One hander, Two hander)

5: Seems to be the instant the actor can attack again or finished Recovery (only for Unarmed, One hander, Two hander. I am however unsure of this one my Batch console only showed this sometimes but was always after 4 and before 0 so I am assuming this anyone able to confirm?)

6: Bashing (This is any bash, Shield, Bow, Crossbow, One Handers, Two Handers, Torches etc.)

7: Unknown - This does not appear to be anything

8: The Start of either a Bow or Crossbow draw(as soon as you click)

9: Drawing of a bow / Reload of a Crossbow (Effectively a Reload phase)

10: Seems to be holding a Shot (Crossbow/Bow)

11: Seems to be Release of a shot (Crossbow/Bow) Note: this only seems to fire some of the time I am not sure if it's because a shot release is so fast it doesn't register with my 25ms Interval Console batch or not though.

12: Recovery (For bow/Crossbow)

13: Seems to be instant the actor finish recovery and (Reload in the case of a crossbow) are ready to shoot again

There doesn't appear to be any states after state 13.

Bot Owned (talk) 2013-04-26T02:12:16 (EDT)