PlayIdleWithTarget - Actor
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.
SyntaxEdit
bool Function PlayIdleWithTarget(Idle akIdle, ObjectReference akTarget) native
ParametersEdit
Return ValueEdit
True if the idle was successfully loaded and played, false otherwise.
ExamplesEdit
; 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
NotesEdit
- 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 package running must have the Weapon drawn flag checked. When checked, the alert status is back to normal when the package ends. See source for more info on how to use this in scenes.
- A weapon needs to be equipped before an idle that normally requires a weapon is played. If you don't have a weapon equipped, the idle will still play, but you will not be able to equip spells/weapons after the idle is complete. You will have to reload. This is similar to the issue above, except you don't need to have the weapon drawn in this case.
- DrawWeapon will prevent this function from firing if one decides to use it to handle the issue above.
- The PushActorAway function can interfere with idles. For example, if a weapon has a scripted effect to push an actor away on strike and that weapon is used in a kill move played with PlayIdleWithTarget, the targeted actor may fall from the kill move, get up, and then fall again several seconds later. This behavior can occur even if the targeted actor has been decapitated.