Difference between revisions of "GetAnimAction"
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imported>Henning |
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==''' | {{Function | ||
| origin = GECK1 | |||
| summary = '''GetAnimAction''' is a script function and condition to see what special animation action an actor is currently doing. | |||
| name = GetAnimAction | |||
| returnVal = actionIndex | |||
| returnType = int | |||
| referenceType = Actor | |||
| example = if BuddyRef.GetAnimAction == 8 | |||
Determines if Buddy is performing the reload animation. | |||
| CategoryList = [[Category:Functions]] | |||
[[Category:Functions (GECK 1.1)]] [[Category:Condition Functions]] | |||
[[Category:Condition Functions (GECK 1.1)]] [[Category:Object Functions]] | |||
[[Category:Object Functions (GECK 1.1)]] [[Category:Animation Functions]] | |||
[[Category:Animation Functions (GECK 1.1)]] | |||
}} | |||
==Notes== | |||
{{error|The return codes listed here are wrong in some cases}} | |||
== | |||
*Return Values: | *Return Values: | ||
**-1 - none | **-1 - none | ||
Line 31: | Line 35: | ||
(revised for GECK NV) | |||
**-1 - none | |||
**0 - ANIM_ACTION_EQUIP_WEAPON | |||
**1 - ANIM_ACTION_UNEQUIP_WEAPON | |||
**2 - ANIM_ACTION_ATTACK | |||
**3 - ANIM_ACTION_ATTACK_FOLLOW_THROUGH | |||
**4 - ANIM_ACTION_ATTACK_THROW | |||
**5 - ANIM_ACTION_ATTACK_THROW_ATTACH | |||
**6 - ANIM_ACTION_??? | |||
**7 - ANIM_ACTION_BLOCK | |||
**8 - ANIM_ACTION_RELOAD | |||
**9 - ANIM_ACTION_STAGGER | |||
**10 - ANIM_ACTION_DODGE | |||
**11 - ANIM_ACTION_WAIT_FOR_LOWER_BODY_ANIM | |||
**12 - ANIM_ACTION_WAIT_FOR_SPECIAL_IDLE | |||
**13 - ANIM_ACTION_FORCE_SCRIPT_ANIM |
Latest revision as of 07:40, 3 September 2011
< [[::Category:Functions|Category:Functions]]
A function included in the GECK version 1.1.0.36.
Description
GetAnimAction is a script function and condition to see what special animation action an actor is currently doing.
Syntax
(actionIndex:int) Actor.GetAnimAction
Example
if BuddyRef.GetAnimAction == 8
Determines if Buddy is performing the reload animation.
Notes
The return codes listed here are wrong in some cases Further information might be found in a section of the discussion page. Please remove this message when no longer necessary. |
- Return Values:
- -1 - none
- 0 - ANIM_ACTION_EQUIP_WEAPON
- 1 - ANIM_ACTION_UNEQUIP_WEAPON
- 2 - ANIM_ACTION_ATTACK
- 3 - ANIM_ACTION_ATTACK_FOLLOW_THROUGH
- 4 - ANIM_ACTION_ATTACK_THROW
- 5 - ANIM_ACTION_ATTACK_THROW_ATTACH
- 6 - ANIM_ACTION_BLOCK
- 7 - ANIM_ACTION_RECOIL
- 8 - ANIM_ACTION_RELOAD
- 9 - ANIM_ACTION_STAGGER
- 10 - ANIM_ACTION_DODGE
- 11 - ANIM_ACTION_WAIT_FOR_LOWER_BODY_ANIM
- 12 - ANIM_ACTION_WAIT_FOR_SPECIAL_IDLE
- 13 - ANIM_ACTION_FORCE_SCRIPT_ANIM
(revised for GECK NV)
- -1 - none
- 0 - ANIM_ACTION_EQUIP_WEAPON
- 1 - ANIM_ACTION_UNEQUIP_WEAPON
- 2 - ANIM_ACTION_ATTACK
- 3 - ANIM_ACTION_ATTACK_FOLLOW_THROUGH
- 4 - ANIM_ACTION_ATTACK_THROW
- 5 - ANIM_ACTION_ATTACK_THROW_ATTACH
- 6 - ANIM_ACTION_???
- 7 - ANIM_ACTION_BLOCK
- 8 - ANIM_ACTION_RELOAD
- 9 - ANIM_ACTION_STAGGER
- 10 - ANIM_ACTION_DODGE
- 11 - ANIM_ACTION_WAIT_FOR_LOWER_BODY_ANIM
- 12 - ANIM_ACTION_WAIT_FOR_SPECIAL_IDLE
- 13 - ANIM_ACTION_FORCE_SCRIPT_ANIM