Difference between revisions of "Animation Events"

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imported>Auitch-zed
 
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*MRh_WinEnd
*MRh_WinEnd
*MRh_WinStart
*MRh_WinStart
*MLh_Equipped_Event
*MLh_PreSelfConOut
*'''MLh_SpellFire_Event'''
*MLh_WinEnd
*MLh_WinStart
*SprintStop
*SprintStop
*tailCombatIdle
*tailCombatIdle
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</source>
</source>


=== Shouts ===
<source lang="papyrus">
;animation event at the beginning of a shout
BeginCastVoice
</source>


== Weapon Animation Events ==
== 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 ===
=== Bows ===
<source lang="papyrus">
;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
*A quick bowshot (a single click of the mouse)
bowDraw
**'''bowDraw'''
SoundPlay.WPNBowNockSD
**'''SoundPlay.WPNBowNockSD'''
BowZoomStop
**'''BowZoomStop'''
arrowAttach
**'''arrowAttach'''
SoundPlay.WPNBowPullLPM
**SoundPlay.WPNBowPullLPM
bowDrawStart
**'''bowDrawStart'''
bowDrawStart
**bowDrawStart
InitiateWinBegin
**'''InitiateWinBegin'''
InitiateWinEnd
**SoundStop.WPNBowPullLPM
SoundStop.WPNBowPullLPM
**'''BowRelease'''
arrowRelease
**'''arrowRelease'''
BowRelease
**'''tailCombatIdle'''
tailCombatIdle
**'''AttackWinStart'''
AttackWinStart
**'''bowEnd'''
bowEnd
**'''attackStop'''
attackStop
**tailCombatIdle
tailCombatIdle
**HeadTrackingOn
HeadTrackingOn
**'''tailCombatState'''
tailCombatState
**BowZoomStop
BowZoomStop
**'''bowReset'''
bowReset
**'''arrowDetach'''
arrowDetach
**attackStop
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


;A full draw, held for a moment, then fired
*The bow is fully drawn here and being held. Next line is after you release the mouse button.
bowDraw
**arrowRelease
SoundPlay.WPNBowNockSD
**BowRelease
BowZoomStop
**tailCombatIdle
arrowAttach
**AttackWinStart
SoundPlay.WPNBowPullLPM
**bowEnd
bowDrawStart
**attackStop
bowDrawStart
**tailCombatIdle
InitiateWinBegin
**HeadTrackingOn
InitiateWinEnd
**tailCombatState
SoundStop.WPNBowPullLPM
**BowZoomStop
BowDrawn ;-> Only actives on a full draw
**bowReset
tailCombatIdle
**arrowDetach
SoundStop.WPNBowPullLPM
**attackStop
;---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
</source>


===Swords (One handed)===
*Anim events of the same name as the ones in bold also apply.
<source lang="papyrus">
;Blocking
tailCombatIdle
SoundPlay.NPCHumanCombatShieldBlock
blockStartOut ; The actual block animation.
tailCombatIdle
SoundPlay.NPCHumanCombatShieldRelease
blockStop


;Simple weapon swing
===Crossbows===
PowerAttack_Start_End
HeadTrackinOff
preHitFrame
weaponSwing ; Will register the moment the swing starts
HitFrame
CastOkStart
AttackWinStart
AttackWinEnd
attackStop
HeadTrackingOn
CastOkStop
tailCombatState
tailCombatIdle


;Power attacks
**HeadTrackingOff
PowerAttack_Start_End
**bowDraw
HeadTrackingOff
**tailCombatIdle
preHitFrame
**SoundPlay.(?)
CastOkStop
**BowZoomStop
InterruptCast
**BowDrawn
preHitFrame
**InitiateWinBegin
slowdownStart
**BowRelease
weaponSwing
**tailCombatIdle
HitFrame
**InitiateWinEnd
00NextClip ; Standing Power attack animation
**tailCombatIdle
AttackWinStart
**arrowRelease
AttackWinStart
**BowZoomStop
attackStop
**SoundPlay.(?)
AttackWinEnd
**SoundPlay.(?)
HeadTrackingOn
**arrowAttach
tailCombatState
**AttackWinStart
tailCombatIdle
**bowEnd
attackStop
**attackStop
**HeadTrackingOn
**tailCombatState
**BowZoomStop
**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.
===Swords (One handed)===


*Blocking
**'''tailCombatIdle'''
**'''SoundPlay.NPCHumanCombatShieldBlock'''
**'''blockStartOut''' (The actual block animation.)
**'''SoundPlay.NPCHumanCombatShieldRelease'''
**'''blockStop'''
**'''SoundPlay.NPCHumanCombatShieldBash'''
**'''preHitFrame'''
**'''HitFrame'''
**'''FootScuffRight'''


tailCombatLocomotion ; moving while in combat state
*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
weaponSwing
**AttackWinStart
HitFrame
**AttackWinEnd
PowerAttackStop ; This will register when the power attack starts.
**attackStop
tailCombatIdle
**HeadTrackingOn
HeadTrackingOn
**CastOkStop
tailCombatState
**tailCombatState
attackStop
**tailCombatIdle
tailCombatLocomotion
attackStop
</source>


*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 ==
== Movement & World Interaction Events ==
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'''Water Events:'''
'''Water Events:'''
*''Player Entering Water:'' '''SoundPlay.FSTSwimSwim'''
*''Player Entering Water:'' '''SoundPlay.FSTSwimSwim''' (can be sent repeatedly if "treading water" near surface. Also sometimes will be sent even when deep underwater)
** This is sent when the player is moving at full speed underwater and each time the arms swing back.
*''Player not moving:'' '''SoundPlay'''
*''Player Exiting Water:'' '''MTState'''
*''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'''
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