Animation Events
Revision as of 18:23, 14 September 2015 by imported>Scrivener07 (Removed note about sprinting 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
;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
;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
;animation event at the beginning of a shout
BeginCastVoice
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.
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)
- 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