Difference between revisions of "PlayGroup"
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imported>Intrepidacious m |
imported>DragoonWraith (CS 1.0) |
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==See Also== | ==See Also== | ||
[[AnimGroups]] | * [[AnimGroups]] | ||
* [[LoopGroup]] | |||
[[LoopGroup]] | * [[SkipAnim]] | ||
[[SkipAnim]] | |||
[[Category: Functions]] | [[Category: Functions]] | ||
[[Category: Functions (CS 1.0)]] | |||
[[Category: Functions CS (1.0)]] | |||
[[Category: Actor Functions]] | |||
[[Category: Actor Functions (CS 1.0)]] | |||
[[Category: Animation Functions]] | [[Category: Animation Functions]] | ||
[[Category: Animation Functions (CS 1.0)]] |
Revision as of 20:32, 20 July 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.