Difference between revisions of "GetAnimAction"

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imported>Qazaaq
(using function template)
imported>Henning
 
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| example      = if BuddyRef.GetAnimAction == 8
| example      = if BuddyRef.GetAnimAction == 8
Determines if Buddy is performing the reload animation.
Determines if Buddy is performing the reload animation.
| CategoryList  = [[Category:Functions]] [[Category:Condition Functions]] [[Category:Object Functions]] [[Category:Animation Functions]]
| 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==
==Notes==
{{error|The return codes listed here are wrong in some cases}}
*Return Values:
*Return Values:
**-1 - none
**-1 - none
Line 22: Line 27:
**6 - ANIM_ACTION_BLOCK
**6 - ANIM_ACTION_BLOCK
**7 - ANIM_ACTION_RECOIL
**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
**8 - ANIM_ACTION_RELOAD
**9 - ANIM_ACTION_STAGGER
**9 - ANIM_ACTION_STAGGER

Latest revision as of 08:40, 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

[help]
(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