Difference between revisions of "Animation Events"

254 bytes added ,  10:04, 21 October 2014
→‎Swords (One handed): Add more valid events to the blocking category.
imported>Terra Nova2
m (→‎Weapon Animation Events: Covered all anim events for bows that can sent events.)
imported>Terra Nova2
(→‎Swords (One handed): Add more valid events to the blocking category.)
Line 203: Line 203:


===Swords (One handed)===
===Swords (One handed)===
<source lang="papyrus">
;Blocking
tailCombatIdle
SoundPlay.NPCHumanCombatShieldBlock
blockStartOut ; The actual block animation.
tailCombatIdle
SoundPlay.NPCHumanCombatShieldRelease
blockStop


;Simple weapon swing
*Blocking
PowerAttack_Start_End
; At the moment only valid events listed for Blocking.
HeadTrackinOff
**tailCombatIdle
preHitFrame
**'''SoundPlay.NPCHumanCombatShieldBlock'''
weaponSwing ; Will register the moment the swing starts
**'''blockStartOut''' ; The actual block animation.
HitFrame
**tailCombatIdle
CastOkStart
**'''SoundPlay.NPCHumanCombatShieldRelease'''
AttackWinStart
**'''blockStop'''
AttackWinEnd
**'''SoundPlay.NPCHumanCombatShieldBash'''
attackStop
**'''preHitFrame'''
HeadTrackingOn
**'''HitFrame'''
CastOkStop
**'''FootScuffRight'''
tailCombatState
tailCombatIdle


;Power attacks
*Simple weapon swing
PowerAttack_Start_End
**PowerAttack_Start_End
HeadTrackingOff
**HeadTrackinOff
preHitFrame
**preHitFrame
CastOkStop
**weaponSwing ; Will register the moment the swing starts
InterruptCast
**HitFrame
preHitFrame
**CastOkStart
slowdownStart
**AttackWinStart
weaponSwing
**AttackWinEnd
HitFrame
**attackStop
00NextClip ; Standing Power attack animation
**HeadTrackingOn
AttackWinStart
**CastOkStop
AttackWinStart
**tailCombatState
attackStop
**tailCombatIdle
AttackWinEnd
 
HeadTrackingOn
*Power attacks
tailCombatState
**PowerAttack_Start_End
tailCombatIdle
**HeadTrackingOff
attackStop
**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.
;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
tailCombatLocomotion ; moving while in combat state
**PowerAttack_Start_End
PowerAttack_Start_End
**HeadTrackingOff
HeadTrackingOff
**preHitFrame
preHitFrame
**CastOkStop
CastOkStop
**InterruptCast
InterruptCast
**preHitFrame
preHitFrame
**weaponSwing
weaponSwing
**HitFrame
HitFrame
**PowerAttackStop ; This will register when the power attack starts.
PowerAttackStop ; This will register when the power attack starts.
**tailCombatIdle
tailCombatIdle
**HeadTrackingOn
HeadTrackingOn
**tailCombatState
tailCombatState
**attackStop
attackStop
**tailCombatLocomotion
tailCombatLocomotion
**attackStop
attackStop
</source>


== Movement & World Interaction Events ==
== Movement & World Interaction Events ==
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