Difference between revisions of "IsAttacking"
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imported>SpookyFX |
imported>SpookyFX |
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* Will return 1 while the player is attacking, sometimes even longer than [[IsCasting]]. Thus this will not work: | * 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 | if MyRef.isattacking == 1 && MyRef.iscasting == 0 | ||
message"I am attacking but not casting!" | message"I am attacking but not casting!" | ||
Line 17: | Line 16: | ||
Use this instead: | Use this instead: | ||
if MyRef.AnimPathIncludes "attack" == 1 && MyRef.AnimPathIncludes "cast" == 0 | if MyRef.AnimPathIncludes "attack" == 1 && MyRef.AnimPathIncludes "cast" == 0 | ||
message"I am attacking but not casting!" | message"I am attacking but not casting!" |
Revision as of 17:17, 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.