Difference between revisions of "PlayGroup"

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Flags  
Flags  
:0 = Normal - The current animation will finish it's full cycle, and the new animation will start from its beginning.  
:0 = Normal - The current animation will finish its full cycle, and the new animation will start from its beginning.  
:1 = Immediate Start - The current animation will stop regardless of the frame it is on, and the new animation will start from its beginning.  
:1 = Immediate Start - The current animation will stop regardless of the frame it is on, and the new animation will start from its beginning.  
:2 = Immediate Loop  -The current animation will stop regardless of the frame it is on, and the new animation will start at the beginning of its loop cycle.  
:2 = Immediate Loop  -The current animation will stop regardless of the frame it is on, and the new animation will start at the beginning of its loop cycle.  


'''Notes:'''
'''Notes:'''
*Playing some animations on the Player can cause the Player to freeze and become nonresponsive.  Using ''PlayGroup Idle, 1'' or ''PickIdle'' on the Player will return the Player to normal user function.
*Playing some animations on the Player can cause the Player to freeze and become nonresponsive.  Using ''PlayGroup Idle 1'' or ''PickIdle'' on the Player will return the Player to normal user function.
*NPC's may behave oddly after [[PlayGroup]] is called - for instance, running backwards, walking through solid objects, being unable to attack, etc. Calling ''playGroup Idle 1'' generally fixes the problem.
*NPCs may behave oddly after [[PlayGroup]] is called - for instance, running backwards, walking through solid objects, being unable to attack, etc. Calling ''playGroup Idle 1'' generally fixes the problem.
*Note that some animation groups are only available under certain conditions. In particular, combat animations like Recoil, Stagger, etc will only be played if the actor has a weapon drawn.
*Note that some animation groups are only available under certain conditions. In particular, combat animations like Recoil, Stagger, etc will only be played if the actor has a weapon drawn.


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[[Category: Functions]]
[[Category: Functions]]
[[Category:Functions (CS)]]
[[Category: Functions (CS 1.0)]]
[[Category: Functions (CS 1.0)]]
[[Category: Functions CS (1.0)]]
[[Category: Actor Functions]]
[[Category: Actor Functions]]
[[Category: Actor Functions (CS 1.0)]]
[[Category: Actor Functions (CS 1.0)]]
[[Category: Animation Functions]]
[[Category: Animation Functions]]
[[Category: Animation Functions (CS 1.0)]]
[[Category: Animation Functions (CS 1.0)]]
<!-- Begin Search Terms
play
group
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Latest revision as of 22:24, 23 November 2011

Syntax:

 PlayGroup <GroupName> <flags> 

Example:

 PlayGroup Forward 
 PlayGroup Forward 1 

Plays the animation group defined by <GroupName>. The valid <GroupName> parameters can be found in the TESCS, in the animation tab under AnimGroup of any NPC.

Optional flags can be used to start the group in different ways.

Flags

0 = Normal - The current animation will finish its full cycle, and the new animation will start from its beginning.
1 = Immediate Start - The current animation will stop regardless of the frame it is on, and the new animation will start from its beginning.
2 = Immediate Loop -The current animation will stop regardless of the frame it is on, and the new animation will start at the beginning of its loop cycle.

Notes:

  • Playing some animations on the Player can cause the Player to freeze and become nonresponsive. Using PlayGroup Idle 1 or PickIdle on the Player will return the Player to normal user function.
  • NPCs may behave oddly after PlayGroup is called - for instance, running backwards, walking through solid objects, being unable to attack, etc. Calling playGroup Idle 1 generally fixes the problem.
  • Note that some animation groups are only available under certain conditions. In particular, combat animations like Recoil, Stagger, etc will only be played if the actor has a weapon drawn.

See Also[edit | edit source]