Resurrect
Revision as of 18:19, 14 August 2008 by imported>Skyranger-1
Syntax:
Resurrect AnimateFlag
Resurrects the calling actor. If the AnimateFlag argument is 1, the actor will animate getting up (as if from a knockdown). Scripting or AI packages may interrupt the animation, so one should be careful to avoid these.
The AnimateFlag appears to be optional when Resurrect is used from the Console, but not when used in script.
Resurrect may remove items from some actors, including items flagged as unplayable.
Animation Example
The following code is used to allow the actor time to get up before continuing to execute:
short FlagDead ;Set to 1 when actor is dead and to 0 when resurection anim is ;complete short ResurrectAminTimer ;Counts frames since resurrection Begin GameMode ;Set actor's Death Flag to 1 on death,(Note:You might have to interupt the current ;AI package here) if ( Actor.GetDead == 1 ) set FlagDead to 1 Actor.resurrect 1 endif ;Timer that prevents the script from running before resurrection animation is ;finished(including AI packages). Starts when actor is resurrected. if ( FlagDead == 1 ) && ( Actor.GetDead == 0 ) set ResurrectAminTimer to ResurrectAminTimer + 1 endif ;After 200 frames (enough for resurrection animation to complete), resume script if ( ResurrectAminTimer > 200 ) set FlagDead to 0 set ResurrectAminTimer to 0 endif ;when actor is alive and resurrect anim complete, Run main script if FlagDead == 0 ;Do stuff on actor endif End
Using on Player
Using Resurrect on the player will result in loss of magic and racial abilities and cause camera problems (camera becomes centered on player's feet). See UESP: Resurrecting the Player for analysis and alternate approaches.