Difference between revisions of "IsAttacking"
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imported>SpookyFX |
imported>SpookyFX |
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Line 11: | Line 11: | ||
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!" | ||
endif | endif | ||
Line 17: | Line 19: | ||
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!" | ||
endif | endif | ||
Revision as of 17:18, 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.