Difference between revisions of "Talk:GetAnimationVariableBool - ObjectReference"

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(Added Animation Variables talk page because the thing is too big for the main page.)
 
 
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This animation boolean variables are being "restored" here on the talk page. This a lazily copy/paste so excuse the bad formatting. Big thanks to waybackmachine, I thought this information was lost forever.
The animation boolean variables are being "restored" here on the talk page. This a lazily copy/paste so excuse the bad formatting. Big thanks to waybackmachine, I thought this information was lost forever.


=== Animation Variables ==
== Animation Variables ==


* bMotionDriven ; Sets the actor into a motion driven state. Meaning his AI determines his actions.
* bMotionDriven ; Sets the actor into a motion driven state. Meaning his AI determines his actions.

Latest revision as of 18:16, 27 May 2024

The animation boolean variables are being "restored" here on the talk page. This a lazily copy/paste so excuse the bad formatting. Big thanks to waybackmachine, I thought this information was lost forever.

Animation Variables[edit source]

  • bMotionDriven ; Sets the actor into a motion driven state. Meaning his AI determines his actions.
  • IsBeastRace
  • IsSneaking
  • IsBleedingOut
  • IsCastingDual
  • Is1HM
  • IsCastingRight
  • IsCastingLeft
  • IsBlockHit
  • IsPlayer
  • IsNPC
  • bIsSynced ; Returns true in certain animations such as when mounting or unmounting a horse or when standing up from a chair.
  • bVoiceReady ; Sets whether the actor can shout. Could possibly be used to cause insta-cool down for actors.
  • bWantCastLeft
  • bWantCastRight
  • bWantCastVoice
  • b1HM_MLh_attack
  • b1HMCombat
  • bAnimationDriven ; Sets the actor into an animation driven state, meaning animations like "SprintStart" will actually move him, not moonwalk him.
  • bCastReady
  • bAllowRotation ; Allows the actor to rotate or not.
  • bMagicDraw ; Causes the actor to draw his magic out.*
  • bMLh_Ready ; Equip magic in the left hand.*
  • bMRh_Ready ; Equip Magic in right hand.*
  • bInMoveState ; Returns TRUE if weapons/unarmed/shield (but not magic in either or both hands) are drawn, and actor is walking/sprinting.
  • bSprintOK ; Sets whether the actor can sprint.
  • bIdlePlaying ;Plays a random Idle.*
  • bIsDialogueExpressive ;Sets if actors dialogue is expressive. *
  • bAnimObjectLoaded ;Sets whether the anim object is loaded. *
  • bEquipUnequip ; *
  • bAttached ;
  • bEquipOK ; Sets whether equipping is allowed.
  • bIsH2HSolo ;Not sure.
  • bHeadTracking ;Doesn't really set head tracking. It really allows whether an actor can turn to face you. This causes actors talking over their shoulders.
  • bIsRiding ; Sets the actor into riding. *
  • bTalkable ;Whether the actor is able to be talked to.
  • bRitualSpellActive ; Sets a ritual spell active. *
  • bInJumpState ; Sets the actor in a jump state.
  • bHeadTrackSpine ;
  • bLeftHandAttack ; Sets the actor to attack left. *
  • bIsInMT ; Sets whether the actor is in a movement type.
  • bHumanoidFootIKEnable ; Enables foot-to-ground sync.
  • bHumanoidFootIKDisable ; Disables foot-to-ground sync.
  • bStaggerPlayerOverride
  • bNoStagger ;Sets whether the actor can stagger.
  • bIsStaffLeftCasting
  • bPerkShieldCharge ;Gives the actor the ability to shield charge.
  • bPerkQuickShot ;Gives the actor the quick shot perk.
  • IsAttacking ;Checks to see if this actor is currently attacking.
  • Isblocking ;Checks to see if this actor is currently blocking.
  • IsBashing ;Checks to see if this actor is currently bashing.
  • IsStaggering ;Checks to see if this actor is currently staggering.
  • IsRecoiling ;Checks to see if this actor is currently recoiling.
  • IsEquipping ;Checks to see if this actor is currently equipping motion.
  • IsUnequipping ;Checks to see if this actor is currently unequipping motion.

--TwilightSky (talk) 19:14, 27 May 2024 (EDT)