Difference between revisions of "Animation Events"
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→Weapon Animation Events: added sword animation events.
imported>GigaPoint |
imported>Terra Nova2 (→Weapon Animation Events: added sword animation events.) |
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Line 191: | Line 191: | ||
bowReset | bowReset | ||
arrowDetach | arrowDetach | ||
attackStop | |||
</source> | |||
===Swords (One handed)=== | |||
<source lang="papyrus"> | |||
;Blocking | |||
tailCombatIdle | |||
SoundPlay.NPCHumanCombatShieldBlock | |||
blockStartOut ; The actual block animation. | |||
tailCombatIdle | |||
SoundPlay.NPCHumanCombatShieldRelease | |||
blockStop | |||
;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 | attackStop | ||
</source> | </source> |