Difference between revisions of "IsAttacking"
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imported>Shademe (→Notes: Returns true while power attacking) |
imported>SpookyFX |
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== Notes == | == Notes == | ||
* Will return 1 while the player is attacking, sometimes even longer than [[IsCasting]]. | * Will return 1 while the player is attacking, sometimes even longer than [[IsCasting]]. Thus this will not work: | ||
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. | * 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. | ||
Revision as of 17:14, 29 May 2011
A command for Oblivion Script Extender
Syntax:
(IsAttacking:bool) actor:ref.IsAttacking
Returns 1 if the calling actor is attacking.
Notes
- Will return 1 while the player is attacking, sometimes even longer than IsCasting. Thus this will not work:
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.