Difference between revisions of "IsAttacking"
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imported>SpookyFX |
imported>SpookyFX |
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== Notes == | == Notes == | ||
* Will return 1 while the | * 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
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.