Talk:Passing Conditions to Papyrus

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Nice find, curious if can be used for isRunning, isSprinting and anyting of sort. Will test myself only when I'll work on something needidng it. LukeH 06:29, 12 April 2012 (EDT)

I've noticed that there is a lag between something happening and the ability actually detecting it and becoming active. If you need to know something immediately, you could try checking the animation variables. I've only tried a couple of the variables though, and not all of them worked.
if (Game.GetPlayer().GetAnimationVariableInt(i1stPerson))
;;;
if (Game.GetPlayer().GetAnimationVariableInt(iState) == Game.GetPlayer().GetAnimationVariableInt(iState_NPCAttacking))

--Fg109 10:21, 12 April 2012 (EDT)

The lag is probably because the game engine only checks conditions on abilities/spells every second. Just wanted to say this approach has been working incredibly well for me using all kinds of different conditions in various effects for my current project. Egocarib (talk) 2014-04-23T11:33:05 (EDT)

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