Difference between revisions of "Animation Events"
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imported>Egocarib m |
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 === | ||
*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 | |||
*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 | |||
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. | |||
===Crossbows=== | |||
**HeadTrackingOff | |||
**bowDraw | |||
**tailCombatIdle | |||
**SoundPlay.(?) | |||
**BowZoomStop | |||
**BowDrawn | |||
**InitiateWinBegin | |||
**BowRelease | |||
**tailCombatIdle | |||
**InitiateWinEnd | |||
**tailCombatIdle | |||
AttackWinStart | **arrowRelease | ||
**BowZoomStop | |||
attackStop | **SoundPlay.(?) | ||
**SoundPlay.(?) | |||
HeadTrackingOn | **arrowAttach | ||
tailCombatState | **AttackWinStart | ||
**bowEnd | |||
attackStop | **attackStop | ||
**HeadTrackingOn | |||
**tailCombatState | |||
**BowZoomStop | |||
**attackStop | |||
===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 | **PowerAttack_Start_End | ||
**HeadTrackinOff | |||
**preHitFrame | |||
**weaponSwing (Will register the moment the swing starts.) | |||
**HitFrame | |||
preHitFrame | **CastOkStart | ||
weaponSwing | **AttackWinStart | ||
**AttackWinEnd | |||
**attackStop | |||
**HeadTrackingOn | |||
**CastOkStop | |||
**tailCombatState | |||
attackStop | **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 == | == Movement & World Interaction Events == | ||
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'''Water Events:''' | '''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 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''' |