Difference between revisions of "PlayGroup"
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imported>Qazaaq m (adding CS Wiki link) |
imported>Omzy m (flags aren't actually optional) |
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|summary = '''PlayGroup''' plays an animation group on the calling actor. See [[AnimGroups]] for a list of possible animations. | |summary = '''PlayGroup''' plays an animation group on the calling actor. See [[AnimGroups]] for a list of possible animations. | ||
A flag must be used to control initialization of the group. | |||
Flags | Flags | ||
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|Type = int | |Type = int | ||
|Value = 0, 1, 2 | |Value = 0, 1, 2 | ||
|Optional = | |Optional = n | ||
}} | }} | ||
|example = | |example = | ||
PlayGroup | PlayGroup FastForward 0 | ||
PlayGroup AttackPower 1 | PlayGroup AttackPower 1 | ||
}} | }} | ||
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group | group | ||
animation | animation | ||
anim | |||
End Search Terms --> | End Search Terms --> |
Revision as of 20:46, 26 July 2009
< [[::Category:Functions|Category:Functions]]
Link to TES4 Construction Set Wiki: PlayGroup.
A function included in the GECK version 1.1.0.36.
Description
PlayGroup plays an animation group on the calling actor. See AnimGroups for a list of possible animations.
A flag must be used to control initialization of the group.
Flags
- 0 = Normal - The current animation will finish it's full cycle, and the new animation will start from its beginning.
- 1 = Immediate Start - The current animation will stop regardless of the frame it is on, and the new animation will start from its beginning.
- 2 = Immediate Loop -The current animation will stop regardless of the frame it is on, and the new animation will start at the beginning of its loop cycle.
Syntax
Actor.PlayGroup AnimGroup:string Flags:int{0, 1, 2}
Example
PlayGroup FastForward 0 PlayGroup AttackPower 1
Notes
- Animations may be viewed in the GECK by navigating to the animation tab of the NPC window. Clicking on a .kf file will play the desired animation group.
- Playing some animations on the Player or other NPCs can cause the actor to engage in abnormal behavior. These may be characterized by freezing in place, running backwards, walking through solid objects, being unable to attack, etc. Using PlayGroup Idle 1 will return the actor to normal user function.
- Some animation groups are only available under certain conditions. In particular, combat animations like Recoil will only be played if the actor has a weapon drawn.
- The Stagger group is listed in AnimGroups but no .kf files are associated with it in the editor, meaning that it does not function. Instead, use PlayIdle to play a hit reaction idle.
See Also