Difference between revisions of "GetWeaponAnimType"

From the Fallout3 GECK Wiki
Jump to navigation Jump to search
imported>Geckbot
m (Robot: Automated text replacement (-\[\[Category:(.*?)Functions\]\] +Category:\1Functions\nCategory:\1Functions (GECK 1.0)))
imported>Pintocat
 
(8 intermediate revisions by 6 users not shown)
Line 1: Line 1:
=='''Description'''==
=='''Description'''==


'''GetWeaponAnimType''' Returns actor's current weapon animation type.  See notes for return values.
'''GetWeaponAnimType''' Returns a number corresponding to the actor's current weapon animation type.  See notes for return values.


=='''Syntax'''==
=='''Syntax'''==
Line 9: Line 9:


  if BuddyRef.GetWeaponAnimType == 4
  if BuddyRef.GetWeaponAnimType == 4
=='''Return Values and Animation Types'''==
Internally, weapons in ''Fallout 3'' and ''Fallout: New Vegas'' have a total of 13 or 14 different possible animation types, respectively.  However, GetnWeaponAnimType can only discern 11 different animation types, with one catch-all for unrecognized values.  Certain animation types are combined into one return value, as described below:
{{Weapon_Animation_Types}}


=='''Notes'''==
=='''Notes'''==
*Function was created for the VATS camera conditions
*Function was created for the VATS camera conditions
*Return values:
**0 = AGW_NONE
**1 = AGW_HAND_TO_HAND
**2 = AGW_ONE_HAND_MELEE
**3 = AGW_TWO_HAND_MELEE
**4 = AGW_ONE_HAND_PISTOL
**5 = AGW_TWO_HAND_RIFLE
**6 = AGW_TWO_HAND_AUTOMATIC
**7 = AGW_TWO_HAND_HANDLE
**8 = AGW_TWO_HAND_LAUNCHER
**9 = AGW_ONE_HAND_GRENADE
**10 = AGW_ONE_HAND_MINE


=='''See Also'''==
=='''See Also'''==
* [[GetWeaponType]] '''(FOSE)'''


=='''Reference'''==
None provided.
<!-- [[GetWeaponAnimType_Reference|List of functions that use GetWeaponAnimType]]  (wiki) -->
<!-- [[GetWeaponAnimType_Reference|List of functions that use GetWeaponAnimType]]  (wiki) -->


[[Category:Functions]]
[[Category:Functions]]
[[Category:Functions (GECK 1.0)]]
[[Category:Functions (GECK 1.1)]]
[[Category: Condition Functions]]
[[Category: Condition Functions]]
[[Category: Condition Functions (GECK 1.0)]]
[[Category: Condition Functions (GECK 1.1)]]

Latest revision as of 00:24, 10 January 2017

Description[edit | edit source]

GetWeaponAnimType Returns a number corresponding to the actor's current weapon animation type. See notes for return values.

Syntax[edit | edit source]

[ActorREF.]GetWeaponAnimType

Examples[edit | edit source]

if BuddyRef.GetWeaponAnimType == 4

Return Values and Animation Types[edit | edit source]

Internally, weapons in Fallout 3 and Fallout: New Vegas have a total of 13 or 14 different possible animation types, respectively. However, GetnWeaponAnimType can only discern 11 different animation types, with one catch-all for unrecognized values. Certain animation types are combined into one return value, as described below:

Index Animation Type Name Weapon Anims 1 Weapon Anims 2
0 AGW_NONE unset or unrecognized Animation Types
1 AGW_HAND_TO_HAND HandToHandMelee
2 AGW_ONE_HAND_MELEE OneHandMelee
3 AGW_TWO_HAND_MELEE TwoHandMelee
4 AGW_ONE_HAND_PISTOL OneHandPistol OneHandPistolEnergy
5 AGW_TWO_HAND_RIFLE TwoHandRifle TwoHandRifleEnergy
6 AGW_TWO_HAND_AUTOMATIC TwoHandAutomatic
7 AGW_TWO_HAND_HANDLE TwoHandHandle
8 AGW_TWO_HAND_LAUNCHER TwoHandLauncher
9 AGW_ONE_HAND_GRENADE OneHandGrenade OneHandThrown
10 AGW_ONE_HAND_MINE OneHandMine
11 AGW_ONE_HAND_LUNCHBOX_MINE OneHandLunchboxMine

Notes[edit | edit source]

  • Function was created for the VATS camera conditions

See Also[edit | edit source]