Difference between revisions of "Animation Events"

1,193 bytes added ,  22:57, 17 October 2018
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imported>Terra Nova2
m (→‎Weapon Animation Events: Covered all anim events for bows that can sent events.)
imported>Auitch-zed
 
(6 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
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</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


== Weapon Animation Events ==


=== Bows ===
=== Bows ===
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*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.


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


;Simple weapon swing
**HeadTrackingOff
PowerAttack_Start_End
**bowDraw
HeadTrackinOff
**tailCombatIdle
preHitFrame
**SoundPlay.(?)
weaponSwing ; Will register the moment the swing starts
**BowZoomStop
HitFrame
**BowDrawn
CastOkStart
**InitiateWinBegin
AttackWinStart
**BowRelease
AttackWinEnd
**tailCombatIdle
attackStop
**InitiateWinEnd
HeadTrackingOn
**tailCombatIdle
CastOkStop
**arrowRelease
tailCombatState
**BowZoomStop
tailCombatIdle
**SoundPlay.(?)
**SoundPlay.(?)
**arrowAttach
**AttackWinStart
**bowEnd
**attackStop
**HeadTrackingOn
**tailCombatState
**BowZoomStop
**attackStop


;Power attacks
===Swords (One handed)===
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.
*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 ; moving while in combat state
*Power attacks
PowerAttack_Start_End
**PowerAttack_Start_End
HeadTrackingOff
**HeadTrackingOff
preHitFrame
**preHitFrame
CastOkStop
**CastOkStop
InterruptCast
**InterruptCast
preHitFrame
**preHitFrame
weaponSwing
**slowdownStart
HitFrame
**weaponSwing
PowerAttackStop ; This will register when the power attack starts.
**HitFrame
tailCombatIdle
**00NextClip (Standing Power attack animation.)
HeadTrackingOn
**AttackWinStart
tailCombatState
**AttackWinStart
attackStop
**attackStop
tailCombatLocomotion
**AttackWinEnd
attackStop
**HeadTrackingOn
</source>
**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'''


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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'''
**StartAnimatedCameraDelta, EndAnimatedCamera, and EndAnimatedCameraDelta, apparently are not valid events, as they don't send events to [[OnAnimationEvent - Form|OnAnimationEvent]]
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