Difference between revisions of "Talk:GetAnimationVariableBool - ObjectReference"
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TwilightSky (talk | contribs) (Added Animation Variables talk page because the thing is too big for the main page.) |
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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 == |
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
- 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)