Difference between revisions of "Resurrect"

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'''Syntax:'''
'''Syntax:'''
  Resurrect ''AnimateFlag (optional)''  
  Resurrect ''AnimateFlag''  




Resurrects the calling actor.  
Resurrects the calling actor. If the AnimateFlag argument is 1, the actor will animate getting up (as if from a knockdown). Scripting or AI packages may interrupt the animation, so one should be careful to avoid these.


AnimateFlag = 1: The actor will animate getting up (as if from a knockdown).  For the
The AnimateFlag appears to be optional when Resurrect is used from the Console, but not when used in script.
animation to complete, make sure no script commands or AI packages affects the actor, otherwise the animation will not complete.


It appears that the animation flag is '''not''' optional. Using the command from a script without the flag will cause a CTD. (Oddly, this problem does not appear when the command is called from the console.)
== Animation Example ==
 
The following code is used to allow the actor time to get up before continuing to execute:
  example:
   short FlagDead  ;Set to 1 when actor is dead and to 0 when resurection anim is
   short FlagDead  ;Set to 1 when actor is dead and to 0 when resurection anim is
                     ;complete  
                     ;complete  
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AnimateFlag = Nothing or 0: the actor will simply reset and snap back to its alive state.
== Using on Player ==  
== Using on Player ==  
Using resurrect on the player will result in loss of PC abilities and camera problems (camera becomes centered on players feet). See [http://www.uesp.net/wiki/Tes4Mod:Resurrecting_the_Player UESP: Resurrecting the Player] for analysis and alternate approaches.
 
Using Resurrect on the player will result in loss of magic and racial abilities and cause camera problems (camera becomes centered on player's feet). See [http://www.uesp.net/wiki/Tes4Mod:Resurrecting_the_Player UESP: Resurrecting the Player] for analysis and alternate approaches.


== See Also ==
== See Also ==

Revision as of 18:49, 16 April 2008

Syntax:

Resurrect AnimateFlag 


Resurrects the calling actor. If the AnimateFlag argument is 1, the actor will animate getting up (as if from a knockdown). Scripting or AI packages may interrupt the animation, so one should be careful to avoid these.

The AnimateFlag appears to be optional when Resurrect is used from the Console, but not when used in script.

Animation Example

The following code is used to allow the actor time to get up before continuing to execute:

  short FlagDead   ;Set to 1 when actor is dead and to 0 when resurection anim is
                   ;complete 
  
  short ResurrectAminTimer  ;Counts frames since resurrection
 
  begin gamemode
  
  ;Set actor's Death Flag to 1 on death,(Note:You might have to interupt the current
  ;AI package here)
  if (Actor.GetDead==1)	
       set FlagDead to 1
       Actor.resurrect 1
  endif
 
  ;Timer that prevents the script from running before resurrection animation is 
  ;finished(including AI packages).  Starts when actor is resurrected. 
  if (FlagDead==1) && (Actor.GetDead ==0)
      set ResurrectAminTimer to ResurrectAminTimer+1
  endif
 
  ;After 200 frames (enough for  resurrection animation to complete), resume script
  if ResurrectAminTimer>200
       set FlagDead to 0
       set ResurrectAminTimer to 0
   endif
 
   ;when actor is alive and resurrect anim complete, Run main script
   if FlagDead == 0
       ;Do stuff on actor
   endif


Using on Player

Using Resurrect on the player will result in loss of magic and racial abilities and cause camera problems (camera becomes centered on player's feet). See UESP: Resurrecting the Player for analysis and alternate approaches.

See Also