Difference between revisions of "PlayGroup"

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imported>Scruggs
imported>Scruggs
(btw flags are not optional)
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'''Syntax:'''
'''Syntax:'''
   PlayGroup <GroupName>, ''[flags]''
   PlayGroup <GroupName>, <flags>
'''Example:'''
'''Example:'''
   PlayGroup Forward  
   PlayGroup Forward  

Revision as of 01:21, 21 January 2007

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 or PickIdle on the Player will return the Player to normal user function.
  • NPC's may behave oddly after PlayGroup is called - for instance, running backwards, walking through solid objects, being unable to attack, etc. Calling playGroup Idle 1 generally fixes the problem.
  • Note that some animation groups are only available under certain conditions. In particular, combat animations like Recoil, Stagger, etc will only be played if the actor has a weapon drawn.

See Also

AnimGroups

LoopGroup

SkipAnim