Difference between revisions of "Animation Events"
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imported>Terra Nova2 (→Bows: Placed some anims that sent events in bold. Format also changed to allow bold formatting.) |
imported>Auitch-zed |
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(8 intermediate revisions by 2 users not shown) | |||
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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 | ||
Line 116: | Line 121: | ||
</source> | </source> | ||
== 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 === | ||
Line 125: | Line 163: | ||
**'''SoundPlay.WPNBowNockSD''' | **'''SoundPlay.WPNBowNockSD''' | ||
**'''BowZoomStop''' | **'''BowZoomStop''' | ||
**arrowAttach | **'''arrowAttach''' | ||
**SoundPlay.WPNBowPullLPM | **SoundPlay.WPNBowPullLPM | ||
**'''bowDrawStart''' | **'''bowDrawStart''' | ||
Line 133: | Line 171: | ||
**'''BowRelease''' | **'''BowRelease''' | ||
**'''arrowRelease''' | **'''arrowRelease''' | ||
**tailCombatIdle | **'''tailCombatIdle''' | ||
**AttackWinStart | **'''AttackWinStart''' | ||
**bowEnd | **'''bowEnd''' | ||
**attackStop | **'''attackStop''' | ||
**tailCombatIdle | **tailCombatIdle | ||
**HeadTrackingOn | **HeadTrackingOn | ||
**tailCombatState | **'''tailCombatState''' | ||
**BowZoomStop | **BowZoomStop | ||
**bowReset | **'''bowReset''' | ||
**arrowDetach | **'''arrowDetach''' | ||
**attackStop | **attackStop | ||
Line 179: | Line 217: | ||
**bowDrawStart | **bowDrawStart | ||
**InitiateWinBegin | **InitiateWinBegin | ||
**InitiateWinEnd | **'''InitiateWinEnd''' | ||
**SoundStop.WPNBowPullLPM | **SoundStop.WPNBowPullLPM | ||
**BowDrawn ;-> Only | **'''BowDrawn''' ;-> Only on a full draw | ||
**tailCombatIdle | **tailCombatIdle | ||
**SoundStop.WPNBowPullLPM | **SoundStop.WPNBowPullLPM | ||
Line 202: | Line 240: | ||
*Anim events of the same name as the ones in bold also apply. | *Anim events of the same name as the ones in bold also apply. | ||
=== | ===Crossbows=== | ||
**HeadTrackingOff | |||
**bowDraw | |||
**tailCombatIdle | |||
**SoundPlay.(?) | |||
**BowZoomStop | |||
**BowDrawn | |||
**InitiateWinBegin | |||
AttackWinStart | **BowRelease | ||
**tailCombatIdle | |||
attackStop | **InitiateWinEnd | ||
HeadTrackingOn | **tailCombatIdle | ||
**arrowRelease | |||
**BowZoomStop | |||
**SoundPlay.(?) | |||
**SoundPlay.(?) | |||
**arrowAttach | |||
**AttackWinStart | |||
**bowEnd | |||
**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 | |||
**HeadTrackinOff | |||
**preHitFrame | |||
**weaponSwing (Will register the moment the swing starts.) | |||
**HitFrame | |||
**CastOkStart | |||
**AttackWinStart | |||
**AttackWinEnd | |||
**attackStop | |||
**HeadTrackingOn | |||
**CastOkStop | |||
**tailCombatState | |||
**tailCombatIdle | |||
tailCombatLocomotion | *Power attacks | ||
PowerAttack_Start_End | **PowerAttack_Start_End | ||
HeadTrackingOff | **HeadTrackingOff | ||
preHitFrame | **preHitFrame | ||
CastOkStop | **CastOkStop | ||
InterruptCast | **InterruptCast | ||
preHitFrame | **preHitFrame | ||
weaponSwing | **slowdownStart | ||
HitFrame | **weaponSwing | ||
PowerAttackStop | **HitFrame | ||
tailCombatIdle | **00NextClip (Standing Power attack animation.) | ||
HeadTrackingOn | **AttackWinStart | ||
tailCombatState | **AttackWinStart | ||
attackStop | **attackStop | ||
tailCombatLocomotion | **AttackWinEnd | ||
attackStop | **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 == | ||
Line 292: | Line 353: | ||
'''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''' | ||
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*When the camera zooms out: '''EndAnimatedCamera''' | *When the camera zooms out: '''EndAnimatedCamera''' | ||
*When sprinting is over: '''EndAnimatedCameraDelta''' | *When sprinting is over: '''EndAnimatedCameraDelta''' | ||
Latest revision as of 22:57, 17 October 2018
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[edit | edit source]
- 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[edit | edit source]
;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[edit | edit source]
;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[edit | edit source]
;animation event at the beginning of a shout
BeginCastVoice
Weapon Animation Events[edit | edit source]
Hand to Hand[edit | edit source]
- 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[edit | edit source]
- 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.
Crossbows[edit | edit source]
- HeadTrackingOff
- bowDraw
- tailCombatIdle
- SoundPlay.(?)
- BowZoomStop
- BowDrawn
- InitiateWinBegin
- BowRelease
- tailCombatIdle
- InitiateWinEnd
- tailCombatIdle
- arrowRelease
- BowZoomStop
- SoundPlay.(?)
- SoundPlay.(?)
- arrowAttach
- AttackWinStart
- bowEnd
- attackStop
- HeadTrackingOn
- tailCombatState
- BowZoomStop
- attackStop
Swords (One handed)[edit | edit source]
- 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[edit | edit source]
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)
- 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
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