Difference between revisions of "Resurrect"

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


Resurrects the calling actor. If the optional AnimateFlag = 1, the actor will animate getting up (as if from a knockdown). Otherwise, the actor will simply reset and snap back to its alive state.
The AnimateFlag appears to be optional when Resurrect is used from the Console, but not when used in script.
 
Resurrect may remove items from some actors, including items flagged as unplayable.
 
== Animation Example ==
The following code is used to allow the actor time to get up before continuing to execute. This may not always be necessary- if you're adding items, packages or factions to them, for example, whether or not they're getting up off the floor has no bearing:
short FlagDead  ;Set to 1 when actor is dead and to 0 when resurection anim is
                  ;complete
   
   
<B>Note:</B> In some situations the flag is required to prevent a crash.
float Timer      ;Counts time since resurrection
Begin GameMode
  ;If the actor's dead, make a note of it- it'll take some time to revive them.
  if ( Actor.GetDead )
    set FlagDead to 1
    Actor.resurrect 1
    set Timer to 0
  elseif( FlagDead )
      if(Timer < 3)
        ;Wait two seconds for the animation to finish playing
        set Timer to Timer + GetSecondsPassed
      else
        set FlagDead to 0
        ;If it's been over three seconds, they're standing up.
        ;Now you can play animations on them and so on.
      endif
    endif
End
 
== 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 [http://www.uesp.net/wiki/Tes4Mod:Resurrecting_the_Player UESP: Resurrecting the Player] for analysis and alternate approaches.
 
== See Also ==
* [[Kill]]


[[Category: Functions]]
[[Category: Functions]]
[[Category:Functions (CS)]]
[[Category: Functions (CS 1.0)]]
[[Category: Actor Functions]]
[[Category: Actor Functions (CS 1.0)]]
[[Category: Actor Value Functions]]
[[Category: Actor Value Functions (CS 1.0)]]
[[Category: Statistics Functions]]
[[Category: Statistics Functions]]
[[Category:Actor Functions]]
[[Category: Statistics Functions (CS 1.0)]]

Latest revision as of 15:17, 16 July 2009

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.

Resurrect may remove items from some actors, including items flagged as unplayable.

Animation Example[edit | edit source]

The following code is used to allow the actor time to get up before continuing to execute. This may not always be necessary- if you're adding items, packages or factions to them, for example, whether or not they're getting up off the floor has no bearing:

short FlagDead   ;Set to 1 when actor is dead and to 0 when resurection anim is
                 ;complete 

float Timer      ;Counts time since resurrection

Begin GameMode

  ;If the actor's dead, make a note of it- it'll take some time to revive them.
  if ( Actor.GetDead )
    set FlagDead to 1
    Actor.resurrect 1
    set Timer to 0

  elseif( FlagDead )
     if(Timer < 3)
        ;Wait two seconds for the animation to finish playing
        set Timer to Timer + GetSecondsPassed

     else
        set FlagDead to 0
        ;If it's been over three seconds, they're standing up. 
        ;Now you can play animations on them and so on.
     endif
   endif
End

Using on Player[edit | edit source]

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[edit | edit source]