Difference between revisions of "PlayGroup"

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imported>Gamall
m (I forgot to fill the summary : added Scrub's info pertaining to parameters.)
imported>ShadowDancer
(Walk is a KF File, not an AnimGroup / adding note)
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   PlayGroup <GroupName>, ''[flags]''  
   PlayGroup <GroupName>, ''[flags]''  
'''Example:'''
'''Example:'''
   PlayGroup Walk
   PlayGroup Forward
   PlayGroup Walk, 1  
   PlayGroup Forward, 1  


Plays the animation group defined by <GroupName>. The valid <GroupName> parameters can be found in the TESCS, in the animation tab of any NPC.
Plays the animation group defined by <GroupName>. The valid <GroupName> parameters can be found in the TESCS, in the animation tab under ''AnimGroup'' of any NPC.


Optional flags can be used to start the group in different ways.  
Optional flags can be used to start the group in different ways.  
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:1 = Immediate Start - The current animation will stop regardless of the frame it is on, 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.  
: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.  
'''Notes:'''
*Playing some animations on the Player can cause the Player to freeze and become nonresponsive.  Using ''PlayGroup Idle, 1'' on the Player will return the Player to normal user function.


==See Also==  
==See Also==  

Revision as of 00:33, 25 July 2006

Syntax:

 PlayGroup <GroupName>, [flags] 

Example:

 PlayGroup Forward 
 PlayGroup Forward, 1 

Plays the animation group defined by <GroupName>. The valid <GroupName> parameters can be found in the TESCS, in the animation tab under AnimGroup of any NPC.

Optional flags can be used to start the group in different ways.

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.

Notes:

  • Playing some animations on the Player can cause the Player to freeze and become nonresponsive. Using PlayGroup Idle, 1 on the Player will return the Player to normal user function.

See Also

LoopGroup
SkipAnim