Difference between revisions of "PlayIdleWithTarget - Actor"

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== Notes ==
== Notes ==
* This function will send the actor initiating the idle into combat alert state. None of the combat based functions that will remove this state works. The NPC is stuck in combat alert.
*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.
One solution is to have another actor use [[ForceGreet (Procedure)]] but it doesn't fix the actor holding an invisible weapon, but this all clears when you exit the location. [http://forums.bethsoft.com/topic/1447688-issue-with-playidlewithtarget-and-killer-staying-in-combat-alert/?hl=%2Balert#entry22342004 source] The OP of that thread and myself seem to be the only ones to encounter this. Needs more testing.
*Upon further examining of vanilla scripts, a fix has been found. Weapon drawn for the scene packages for the actor must be checked. When the scene ends, the actor's alert state returns to normal.


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

Revision as of 13:45, 24 January 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 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 source for more info.

See Also