Difference between revisions of "IsAttacking"

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imported>SpookyFX
imported>SpookyFX
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== Notes ==
== Notes ==
* Will return 1 while the player is attacking, sometimes even longer than [[IsCasting]]. Thus this will not work:
* 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
if MyRef.isattacking == 1 && MyRef.iscasting == 0
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endif
endif


Use this instead:
 
[[Use this instead:]]


if MyRef.AnimPathIncludes "attack" == 1 && MyRef.AnimPathIncludes "cast" == 0
if MyRef.AnimPathIncludes "attack" == 1 && MyRef.AnimPathIncludes "cast" == 0
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endif
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 17:23, 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 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