Difference between revisions of "IsAttacking"

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imported>Shademe
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== Notes ==
== Notes ==
* Will return 1 while the player is casting, sometimes even longer than [[IsCasting]]. Probably true for other actors as well.
* Will return 1 while the Actor is attacking, but sometimes even longer than [[IsCasting]]. So this will not work reliably:
 
if MyRef.isattacking == 1 && MyRef.iscasting == 0
    message"I am attacking but not casting!"
endif
 
Use this instead:
 
if MyRef.AnimPathIncludes "attack" == 1 && MyRef.AnimPathIncludes "cast" == 0
    message"I am attacking but not casting!"
endif
 
 
* Will return 1 for a few frames while the player is power attacking as well. In cases where a normal and a power attack is to be differentiated, [[onControlDown]] and [[isControlPressed]] can be substituted for [[isAttacking]] and [[isPowerAttacking]] respectively, with appropriate checks.


== See Also ==
== See Also ==
* [[IsPowerAttacking]]
* [[IsPowerAttacking]]
* [[IsRecoiling]]
* [[IsRecoiling]]
* [[IsAnimPlaying]]
* [[IsAnimGroupPlaying]]
* [[IsAnimGroupPlaying]]


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[[Category: Actor State Functions]]
[[Category: Actor State Functions]]
[[Category: Actor State Functions (OBSE)]]
[[Category: Actor State Functions (OBSE)]]
[[Category: Animation Functions]]
[[Category: Animation Functions (OBSE)]]
[[Category: Animation Functions (OBSE)]]

Latest revision as of 10:12, 4 June 2011


A command for Oblivion Script Extender

Syntax:

(IsAttacking:bool) actor:ref.IsAttacking

Returns 1 if the calling actor is attacking.

Notes[edit | edit source]

  • Will return 1 while the Actor is attacking, but sometimes even longer than IsCasting. So this will not work reliably:
if MyRef.isattacking == 1 && MyRef.iscasting == 0
   message"I am attacking but not casting!"
endif

Use this instead:

if MyRef.AnimPathIncludes "attack" == 1 && MyRef.AnimPathIncludes "cast" == 0
   message"I am attacking but not casting!"
endif


See Also[edit | edit source]