Difference between revisions of "Resurrect"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>JOG
imported>Mundane
Line 3: Line 3:




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.
Resurrects the calling actor.  
 
AnimateFlag = 1: The actor will animate getting up (as if from a knockdown). For the
animation to complete, make sure no script commands or AI packages affects the actor, otherwise the animation will not complete.
 
  example:
  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
  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
        Actor.resurrect 1
    endif
 
    ;when actor is alive and resurrect anim complete, Run main script
    if FlagDead == 0
        ;Do stuff on actor
    endif
 
 
AnimateFlag = Nothing or 0: the actor will simply reset and snap back to its alive state.
   
   
<B>Note:</B> In some situations the flag is required to prevent a crash.
<B>Note:</B> In some situations the flag is required to prevent a crash.

Revision as of 21:31, 28 September 2006

Syntax:

Resurrect AnimateFlag (optional) 


Resurrects the calling actor.

AnimateFlag = 1: The actor will animate getting up (as if from a knockdown). For the animation to complete, make sure no script commands or AI packages affects the actor, otherwise the animation will not complete.

  example:
  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
  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
       Actor.resurrect 1
   endif
 
   ;when actor is alive and resurrect anim complete, Run main script
   if FlagDead == 0
       ;Do stuff on actor
   endif


AnimateFlag = Nothing or 0: the actor will simply reset and snap back to its alive state.

Note: In some situations the flag is required to prevent a crash.