Difference between revisions of "Animation Events"
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imported>GigaPoint (Created page with "This is a collection of registered animation events. Events that are bolded are valid events.") |
imported>Auitch-zed |
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(31 intermediate revisions by 4 users not shown) | |||
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This is a collection of registered animation events. | This is a collection of registered animation events (for humanoid races; other races will be included eventually). Valid events are bolded. | ||
*Note: This page will eventually just be valid events and list order of events, but for now all registered events will be listed here. | |||
== Magic Animation Events == | |||
*arrowDetach | |||
*attackStop | |||
*'''BeginCastRight''' | |||
*'''BeginCastLeft''' | |||
*BeginWeaponDraw | |||
*CastStop | |||
*DisableBumper | |||
*EnableBumper | |||
*InterruptCast | |||
*Magic_Equip_Out | |||
*MRh_Equipped_Event | |||
*MRh_PreSelfConOut | |||
*'''MRh_SpellFire_Event''' | |||
*MRh_WinEnd | |||
*MRh_WinStart | |||
*MLh_Equipped_Event | |||
*MLh_PreSelfConOut | |||
*'''MLh_SpellFire_Event''' | |||
*MLh_WinEnd | |||
*MLh_WinStart | |||
*SprintStop | |||
*tailCombatIdle | |||
*tailCombatState | |||
*tailEquip | |||
*WeapEquip_Out | |||
*WeapEquip_OutMoving | |||
*weaponDraw | |||
=== Concentration Spells === | |||
<source lang="papyrus"> | |||
;Equipping | |||
DisableBumper | |||
tailEquip | |||
weaponDraw | |||
InterruptCast | |||
arrowDetach | |||
weaponDraw | |||
Magic_Equip_Out | |||
EnableBumper | |||
tailCombatIdle | |||
;Casting | |||
BeginCastRight | |||
SprintStop | |||
tailCombatIdle | |||
MRh_PreSelfConOut | |||
MRh_SpellFire_Event | |||
;Stopped Casting | |||
CastStop | |||
tailCombatIdle | |||
;Unequipping | |||
DisableBumper | |||
InterruptCast | |||
arrowDetach | |||
tailCombatIdle | |||
weaponDraw | |||
BeginWeaponDraw | |||
WeapEquip_OutMoving | |||
WeapEquip_Out | |||
EnableBumper | |||
tailCombatState | |||
attackStop | |||
tailCombatIdle | |||
</source> | |||
=== Fire & Forget Spells === | |||
<source lang="papyrus"> | |||
;Equipping | |||
DisableBumper | |||
tailEquip | |||
weaponDraw | |||
InterruptCast | |||
arrowDetach | |||
weaponDraw | |||
Magic_Equip_Out | |||
EnableBumper | |||
tailCombatIdle | |||
;Hold/Ready | |||
BeginCastRight | |||
SprintStop | |||
tailCombatIdle | |||
;Release | |||
MRh_SpellFire_Event | |||
MRh_WinStart | |||
MRh_WinEnd | |||
MRh_Equipped_Event | |||
CastStop | |||
tailCombatIdle | |||
;Unequipping | |||
DisableBumper | |||
InterruptCast | |||
arrowDetach | |||
tailCombatIdle | |||
weaponDraw | |||
BeginWeaponDraw | |||
WeapEquip_OutMoving | |||
WeapEquip_Out | |||
EnableBumper | |||
tailCombatState | |||
attackStop | |||
tailCombatIdle | |||
</source> | |||
=== Shouts === | |||
<source lang="papyrus"> | |||
;animation event at the beginning of a shout | |||
BeginCastVoice | |||
</source> | |||
== Weapon Animation Events == | |||
=== Hand to Hand === | |||
*PowerAttack_Start_end | |||
*HeadTrackingOff | |||
*CastOKStop | |||
*'''preHitFrame''' | |||
*'''weaponSwing''' (Fires on right swing.) | |||
*'''SoundPlay.WPNSwingUnarmed''' | |||
*'''HitFrame''' | |||
*PowerAttackStop | |||
*tailCombatIdle | |||
*FootLeft | |||
*HeadTrackingOn | |||
*tailCombatState | |||
*attackStop | |||
*tailCombatLocomotion | |||
*attackStop | |||
*PowerAttack_Start_end | |||
*HeadTrackingOff | |||
*CastOKStop | |||
*preHitFrame | |||
*SoundPlay.WPNSwingUnarmed | |||
*'''weaponLeftSwing''' (Fires on Left Swing.) | |||
*HitFrame | |||
*PowerAttackStop | |||
*HeadTrackingOn | |||
*tailCombatState | |||
*attackStop | |||
*tailCombatIdle | |||
*attackStop | |||
*PowerAttack_Start_end | |||
*HeadTrackingOff | |||
=== Bows === | |||
*A quick bowshot (a single click of the mouse) | |||
**'''bowDraw''' | |||
**'''SoundPlay.WPNBowNockSD''' | |||
**'''BowZoomStop''' | |||
**'''arrowAttach''' | |||
**SoundPlay.WPNBowPullLPM | |||
**'''bowDrawStart''' | |||
**bowDrawStart | |||
**'''InitiateWinBegin''' | |||
**SoundStop.WPNBowPullLPM | |||
**'''BowRelease''' | |||
**'''arrowRelease''' | |||
**'''tailCombatIdle''' | |||
**'''AttackWinStart''' | |||
**'''bowEnd''' | |||
**'''attackStop''' | |||
**tailCombatIdle | |||
**HeadTrackingOn | |||
**'''tailCombatState''' | |||
**BowZoomStop | |||
**'''bowReset''' | |||
**'''arrowDetach''' | |||
**attackStop | |||
*A longer but not full draw shot | |||
**bowDraw | |||
**SoundPlay.WPNBowNockSD | |||
**BowZoomStop | |||
**arrowAttach | |||
**SoundPlay.WPNBowPullLPM | |||
**bowDrawStart | |||
**bowDrawStart | |||
**InitiateWinBegin | |||
**InitiateWinEnd | |||
**SoundStop.WPNBowPullLPM | |||
**arrowRelease | |||
**BowRelease | |||
**tailCombatIdle | |||
**AttackWinStart | |||
**bowEnd | |||
**attackStop | |||
**tailCombatIdle | |||
**HeadTrackingOn | |||
**tailCombatState | |||
**BowZoomStop | |||
**bowReset | |||
**arrowDetach | |||
**attackStop | |||
*A full draw, held for a moment, then fired | |||
**bowDraw | |||
**SoundPlay.WPNBowNockSD | |||
**BowZoomStop | |||
**arrowAttach | |||
**SoundPlay.WPNBowPullLPM | |||
**bowDrawStart | |||
**bowDrawStart | |||
**InitiateWinBegin | |||
**'''InitiateWinEnd''' | |||
**SoundStop.WPNBowPullLPM | |||
**'''BowDrawn''' ;-> Only on a full draw | |||
**tailCombatIdle | |||
**SoundStop.WPNBowPullLPM | |||
*The bow is fully drawn here and being held. Next line is after you release the mouse button. | |||
**arrowRelease | |||
**BowRelease | |||
**tailCombatIdle | |||
**AttackWinStart | |||
**bowEnd | |||
**attackStop | |||
**tailCombatIdle | |||
**HeadTrackingOn | |||
**tailCombatState | |||
**BowZoomStop | |||
**bowReset | |||
**arrowDetach | |||
**attackStop | |||
*Anim events of the same name as the ones in bold also apply. | |||
===Crossbows=== | |||
**HeadTrackingOff | |||
**bowDraw | |||
**tailCombatIdle | |||
**SoundPlay.(?) | |||
**BowZoomStop | |||
**BowDrawn | |||
**InitiateWinBegin | |||
**BowRelease | |||
**tailCombatIdle | |||
**InitiateWinEnd | |||
**tailCombatIdle | |||
**arrowRelease | |||
**BowZoomStop | |||
**SoundPlay.(?) | |||
**SoundPlay.(?) | |||
**arrowAttach | |||
**AttackWinStart | |||
**bowEnd | |||
**attackStop | |||
**HeadTrackingOn | |||
**tailCombatState | |||
**BowZoomStop | |||
**attackStop | |||
===Swords (One handed)=== | |||
*Blocking | |||
**'''tailCombatIdle''' | |||
**'''SoundPlay.NPCHumanCombatShieldBlock''' | |||
**'''blockStartOut''' (The actual block animation.) | |||
**'''SoundPlay.NPCHumanCombatShieldRelease''' | |||
**'''blockStop''' | |||
**'''SoundPlay.NPCHumanCombatShieldBash''' | |||
**'''preHitFrame''' | |||
**'''HitFrame''' | |||
**'''FootScuffRight''' | |||
*Simple weapon swing | |||
**PowerAttack_Start_End | |||
**HeadTrackinOff | |||
**preHitFrame | |||
**weaponSwing (Will register the moment the swing starts.) | |||
**HitFrame | |||
**CastOkStart | |||
**AttackWinStart | |||
**AttackWinEnd | |||
**attackStop | |||
**HeadTrackingOn | |||
**CastOkStop | |||
**tailCombatState | |||
**tailCombatIdle | |||
*Power attacks | |||
**PowerAttack_Start_End | |||
**HeadTrackingOff | |||
**preHitFrame | |||
**CastOkStop | |||
**InterruptCast | |||
**preHitFrame | |||
**slowdownStart | |||
**weaponSwing | |||
**HitFrame | |||
**00NextClip (Standing Power attack animation.) | |||
**AttackWinStart | |||
**AttackWinStart | |||
**attackStop | |||
**AttackWinEnd | |||
**HeadTrackingOn | |||
**tailCombatState | |||
**tailCombatIdle | |||
**attackStop (The next series of power attacks have the same sequence and anim event to trigger them. When doing a left, right, backwards, or forward power attack.) | |||
**tailCombatLocomotion (Moving while in combat state.) | |||
**PowerAttack_Start_End | |||
**HeadTrackingOff | |||
**preHitFrame | |||
**CastOkStop | |||
**InterruptCast | |||
**preHitFrame | |||
**weaponSwing | |||
**HitFrame | |||
**PowerAttackStop (This will register when the power attack starts.) | |||
**tailCombatIdle | |||
**HeadTrackingOn | |||
**tailCombatState | |||
**attackStop | |||
**tailCombatLocomotion | |||
**attackStop | |||
== Movement & World Interaction Events == | |||
'''Sneaking:''' | |||
*''Non-combat:'' | |||
**Enter sneaking while standing: '''tailSneakIdle''' | |||
**Enter sneaking while moving: '''tailSneakLocomotion''' | |||
**Leave sneaking while standing: '''tailMTIdle''' | |||
**Leave sneaking while moving: '''tailMTLocomotion''' | |||
*''During Combat:'' | |||
**Enter sneaking while standing: '''tailSneakIdle''' | |||
**Enter sneaking while moving: '''tailSneakLocomotion''' | |||
**Leave sneaking while standing: '''tailCombatIdle''' | |||
**Leave sneaking while moving: '''tailCombatLocomotion''' | |||
*''Important:'' You'll need to track the player's Sneak state in your script, because the "enter sneaking" events will re-fire if the player jumps or falls and you may not want your script to react to every event. Relatedly, if the terrain is a bit irregular, the sneaking events may re-fire ''even'' if the character is standing still and the camera simply moves to the left/to the right. | |||
'''Water Events:''' | |||
*''Player Entering Water:'' '''SoundPlay.FSTSwimSwim''' (can be sent repeatedly if "treading water" near surface. Also sometimes will be sent even when deep underwater) | |||
** This is sent when the player is moving at full speed underwater and each time the arms swing back. | |||
*''Player not moving:'' '''SoundPlay''' | |||
*''Player Exiting Water:'' '''MTState''' | |||
'''Walking, Turning, and Jumping:''' | |||
*When the left foot is in motion: '''FootLeft''' | |||
*When the right foot is in motion: '''FootRight''' | |||
Note: When continuously walking, both of those anim events will play out in the expected sequence. | |||
*When the player begins jumping up: '''JumpUp''' | |||
*When the player begins falling: '''JumpFall''' | |||
*The moment the player touches the ground: '''JumpDown''' | |||
*When the player turns to the left, slowly: '''turnLeftSlow''' | |||
*When the player tutns to the left, fast: '''turnLeftFast''' | |||
*When the player turns to the right, slowly: '''turnRightSlow''' | |||
*When the player turns to the right, fast: '''turnRightFast''' | |||
'''Sprinting Animation Events''' | |||
*When the camera zooms in: '''StartAnimatedCameraDelta''' | |||
*The above is followed by: '''attackStop''' | |||
*Moment you begin to sprint: '''tailSprint''' | |||
*For each step the right foot takes while sprinting: '''FootSprintRight''' | |||
*For each step the left foot takes while sprinting: '''FootSprintLeft''' | |||
*When the camera zooms out: '''EndAnimatedCamera''' | |||
*When sprinting is over: '''EndAnimatedCameraDelta''' |
Latest revision as of 21:57, 17 October 2018
This is a collection of registered animation events (for humanoid races; other races will be included eventually). Valid events are bolded.
- Note: This page will eventually just be valid events and list order of events, but for now all registered events will be listed here.
Magic Animation Events[edit | edit source]
- arrowDetach
- attackStop
- BeginCastRight
- BeginCastLeft
- BeginWeaponDraw
- CastStop
- DisableBumper
- EnableBumper
- InterruptCast
- Magic_Equip_Out
- MRh_Equipped_Event
- MRh_PreSelfConOut
- MRh_SpellFire_Event
- MRh_WinEnd
- MRh_WinStart
- MLh_Equipped_Event
- MLh_PreSelfConOut
- MLh_SpellFire_Event
- MLh_WinEnd
- MLh_WinStart
- SprintStop
- tailCombatIdle
- tailCombatState
- tailEquip
- WeapEquip_Out
- WeapEquip_OutMoving
- weaponDraw
Concentration Spells[edit | edit source]
;Equipping
DisableBumper
tailEquip
weaponDraw
InterruptCast
arrowDetach
weaponDraw
Magic_Equip_Out
EnableBumper
tailCombatIdle
;Casting
BeginCastRight
SprintStop
tailCombatIdle
MRh_PreSelfConOut
MRh_SpellFire_Event
;Stopped Casting
CastStop
tailCombatIdle
;Unequipping
DisableBumper
InterruptCast
arrowDetach
tailCombatIdle
weaponDraw
BeginWeaponDraw
WeapEquip_OutMoving
WeapEquip_Out
EnableBumper
tailCombatState
attackStop
tailCombatIdle
Fire & Forget Spells[edit | edit source]
;Equipping
DisableBumper
tailEquip
weaponDraw
InterruptCast
arrowDetach
weaponDraw
Magic_Equip_Out
EnableBumper
tailCombatIdle
;Hold/Ready
BeginCastRight
SprintStop
tailCombatIdle
;Release
MRh_SpellFire_Event
MRh_WinStart
MRh_WinEnd
MRh_Equipped_Event
CastStop
tailCombatIdle
;Unequipping
DisableBumper
InterruptCast
arrowDetach
tailCombatIdle
weaponDraw
BeginWeaponDraw
WeapEquip_OutMoving
WeapEquip_Out
EnableBumper
tailCombatState
attackStop
tailCombatIdle
Shouts[edit | edit source]
;animation event at the beginning of a shout
BeginCastVoice
Weapon Animation Events[edit | edit source]
Hand to Hand[edit | edit source]
- PowerAttack_Start_end
- HeadTrackingOff
- CastOKStop
- preHitFrame
- weaponSwing (Fires on right swing.)
- SoundPlay.WPNSwingUnarmed
- HitFrame
- PowerAttackStop
- tailCombatIdle
- FootLeft
- HeadTrackingOn
- tailCombatState
- attackStop
- tailCombatLocomotion
- attackStop
- PowerAttack_Start_end
- HeadTrackingOff
- CastOKStop
- preHitFrame
- SoundPlay.WPNSwingUnarmed
- weaponLeftSwing (Fires on Left Swing.)
- HitFrame
- PowerAttackStop
- HeadTrackingOn
- tailCombatState
- attackStop
- tailCombatIdle
- attackStop
- PowerAttack_Start_end
- HeadTrackingOff
Bows[edit | edit source]
- A quick bowshot (a single click of the mouse)
- bowDraw
- SoundPlay.WPNBowNockSD
- BowZoomStop
- arrowAttach
- SoundPlay.WPNBowPullLPM
- bowDrawStart
- bowDrawStart
- InitiateWinBegin
- SoundStop.WPNBowPullLPM
- BowRelease
- arrowRelease
- tailCombatIdle
- AttackWinStart
- bowEnd
- attackStop
- tailCombatIdle
- HeadTrackingOn
- tailCombatState
- BowZoomStop
- bowReset
- arrowDetach
- attackStop
- A longer but not full draw shot
- bowDraw
- SoundPlay.WPNBowNockSD
- BowZoomStop
- arrowAttach
- SoundPlay.WPNBowPullLPM
- bowDrawStart
- bowDrawStart
- InitiateWinBegin
- InitiateWinEnd
- SoundStop.WPNBowPullLPM
- arrowRelease
- BowRelease
- tailCombatIdle
- AttackWinStart
- bowEnd
- attackStop
- tailCombatIdle
- HeadTrackingOn
- tailCombatState
- BowZoomStop
- bowReset
- arrowDetach
- attackStop
- A full draw, held for a moment, then fired
- bowDraw
- SoundPlay.WPNBowNockSD
- BowZoomStop
- arrowAttach
- SoundPlay.WPNBowPullLPM
- bowDrawStart
- bowDrawStart
- InitiateWinBegin
- InitiateWinEnd
- SoundStop.WPNBowPullLPM
- BowDrawn ;-> Only on a full draw
- tailCombatIdle
- SoundStop.WPNBowPullLPM
- The bow is fully drawn here and being held. Next line is after you release the mouse button.
- arrowRelease
- BowRelease
- tailCombatIdle
- AttackWinStart
- bowEnd
- attackStop
- tailCombatIdle
- HeadTrackingOn
- tailCombatState
- BowZoomStop
- bowReset
- arrowDetach
- attackStop
- Anim events of the same name as the ones in bold also apply.
Crossbows[edit | edit source]
- HeadTrackingOff
- bowDraw
- tailCombatIdle
- SoundPlay.(?)
- BowZoomStop
- BowDrawn
- InitiateWinBegin
- BowRelease
- tailCombatIdle
- InitiateWinEnd
- tailCombatIdle
- arrowRelease
- BowZoomStop
- SoundPlay.(?)
- SoundPlay.(?)
- arrowAttach
- AttackWinStart
- bowEnd
- attackStop
- HeadTrackingOn
- tailCombatState
- BowZoomStop
- attackStop
Swords (One handed)[edit | edit source]
- Blocking
- tailCombatIdle
- SoundPlay.NPCHumanCombatShieldBlock
- blockStartOut (The actual block animation.)
- SoundPlay.NPCHumanCombatShieldRelease
- blockStop
- SoundPlay.NPCHumanCombatShieldBash
- preHitFrame
- HitFrame
- FootScuffRight
- Simple weapon swing
- PowerAttack_Start_End
- HeadTrackinOff
- preHitFrame
- weaponSwing (Will register the moment the swing starts.)
- HitFrame
- CastOkStart
- AttackWinStart
- AttackWinEnd
- attackStop
- HeadTrackingOn
- CastOkStop
- tailCombatState
- tailCombatIdle
- Power attacks
- PowerAttack_Start_End
- HeadTrackingOff
- preHitFrame
- CastOkStop
- InterruptCast
- preHitFrame
- slowdownStart
- weaponSwing
- HitFrame
- 00NextClip (Standing Power attack animation.)
- AttackWinStart
- AttackWinStart
- attackStop
- AttackWinEnd
- HeadTrackingOn
- tailCombatState
- tailCombatIdle
- attackStop (The next series of power attacks have the same sequence and anim event to trigger them. When doing a left, right, backwards, or forward power attack.)
- tailCombatLocomotion (Moving while in combat state.)
- PowerAttack_Start_End
- HeadTrackingOff
- preHitFrame
- CastOkStop
- InterruptCast
- preHitFrame
- weaponSwing
- HitFrame
- PowerAttackStop (This will register when the power attack starts.)
- tailCombatIdle
- HeadTrackingOn
- tailCombatState
- attackStop
- tailCombatLocomotion
- attackStop
Movement & World Interaction Events[edit | edit source]
Sneaking:
- Non-combat:
- Enter sneaking while standing: tailSneakIdle
- Enter sneaking while moving: tailSneakLocomotion
- Leave sneaking while standing: tailMTIdle
- Leave sneaking while moving: tailMTLocomotion
- During Combat:
- Enter sneaking while standing: tailSneakIdle
- Enter sneaking while moving: tailSneakLocomotion
- Leave sneaking while standing: tailCombatIdle
- Leave sneaking while moving: tailCombatLocomotion
- Important: You'll need to track the player's Sneak state in your script, because the "enter sneaking" events will re-fire if the player jumps or falls and you may not want your script to react to every event. Relatedly, if the terrain is a bit irregular, the sneaking events may re-fire even if the character is standing still and the camera simply moves to the left/to the right.
Water Events:
- Player Entering Water: SoundPlay.FSTSwimSwim (can be sent repeatedly if "treading water" near surface. Also sometimes will be sent even when deep underwater)
- This is sent when the player is moving at full speed underwater and each time the arms swing back.
- Player not moving: SoundPlay
- Player Exiting Water: MTState
Walking, Turning, and Jumping:
- When the left foot is in motion: FootLeft
- When the right foot is in motion: FootRight
Note: When continuously walking, both of those anim events will play out in the expected sequence.
- When the player begins jumping up: JumpUp
- When the player begins falling: JumpFall
- The moment the player touches the ground: JumpDown
- When the player turns to the left, slowly: turnLeftSlow
- When the player tutns to the left, fast: turnLeftFast
- When the player turns to the right, slowly: turnRightSlow
- When the player turns to the right, fast: turnRightFast
Sprinting Animation Events
- When the camera zooms in: StartAnimatedCameraDelta
- The above is followed by: attackStop
- Moment you begin to sprint: tailSprint
- For each step the right foot takes while sprinting: FootSprintRight
- For each step the left foot takes while sprinting: FootSprintLeft
- When the camera zooms out: EndAnimatedCamera
- When sprinting is over: EndAnimatedCameraDelta