The jumping thing is kicking my ass!
Great work, and someone post a damn video of this stuff in action for us non-scripting sad people

Debug.SendAnimationEvent(Reference, "IdleForceDefaultState")
Scriptname TEST extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor akCaster) Debug.SendAnimationEvent(akTarget, "DeathAnim")Utility.Wait(1.0) akTarget.PushActorAway(akTarget, 0)EndEvent
Scriptname TEST extends ObjectReference Bool Tracker = True ; Used to regulate the anims. See below.Event OnInit() RegisterForSingleUpdate(2.0)EndEventEvent OnUpdate()Actor zPlayer = Game.GetPlayer() ; The Player. If zPlayer.GetAV("Health") < 10 && Tracker == True ; Initial conditions. Should fire normally. Debug.SendAnimationEvent(akTarget, "DeathAnim") Utility.Wait(1.0) akTarget.PushActorAway(akTarget, 0) Tracker = False ;Prevents from receiving multiple placebo deaths. EndIfIf zPlayer.GetAV("Health") > 10 && Tracker == False ; Sets Tracker to True so that you can do the placebo death anim again. Tracker = TrueEndIfRegisterForSingleUpdate(2.0) ; Re-loops the checker.EndEvent
Scriptname TEST extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor akCaster) Debug.SendAnimationEvent(akTarget, "DeathAnim")Utility.Wait(1.0) akTarget.PushActorAway(akTarget, 0)EndEvent
Scriptname TEST extends ObjectReference Event OnInit() RegisterForSingleUpdate(2.0)EndEventEvent OnUpdate()Actor zPlayer = Game.GetPlayer() ; The Player.Bool Tracker = True ; Used to regulate the anims. See below. If zPlayer.GetAV("Health") < 10 && Tracker == True ; Initial conditions. Should fire normally. Debug.SendAnimationEvent(akTarget, "DeathAnim") Utility.Wait(1.0) akTarget.PushActorAway(akTarget, 0) Tracker = False ;Prevents from receiving multiple placebo deaths. EndIfIf zPlayer.GetAV("Health") > 10 && Tracker == False ; Sets Tracker to True so that you can do the placebo death anim again. Tracker = TrueEndIfRegisterForSingleUpdate(2.0) ; Re-loops the checker.EndEvent
Scriptname StopAttack Extends ObjectReferenceEvent OnInit() RegisterForSingleUpdate(0.1)EndEventEvent OnUpdate()Actor zEnemy = Game.GetPlayer().GetCombatTarget() If zEnemy.GetAVPercentage("Stamina") < 0.25 Debug.SendAnimationEvent(zEnemy, "AttackStop") EndIfRegisterForSingleUpdate(0.1)EndEvent
Scriptname TestingLoop Extends ActorEvent OnInit() RegisterForSingleUpdate(2.0)EndEventEvent OnUpdate()Actor zPlayer = Game.GetPlayer() ; The Player.Bool Tracker = True ; Used to regulate the anims. See below. If zPlayer.GetAV("Health") < 10 && Tracker == True ; Initial conditions. Should fire normally. Debug.SendAnimationEvent(zPlayer, "DeathAnim") Utility.Wait(1.0) zPlayer.PushActorAway(zPlayer, 0) Tracker = False ;Prevents from receiving multiple placebo deaths. EndIfIf zPlayer.GetAV("Health") > 10 && Tracker == False ; Sets Tracker to True so that you can do the placebo death anim again. Tracker = TrueEndIfRegisterForSingleUpdate(2.0) ; Re-loops the checker.EndEvent
Scriptname TestingLoop Extends ActorEvent OnInit() RegisterForSingleUpdate(2.0)EndEventEvent OnUpdate()Actor zPlayer = Game.GetPlayer() ; The Player.Bool Tracker = True ; Used to regulate the anims. See below. If zPlayer.GetAV("Health") < 10 && Tracker == True ; Initial conditions. Should fire normally. Debug.SendAnimationEvent(zPlayer, "DeathAnim") Utility.Wait(1.0) zPlayer.PushActorAway(zPlayer, 0) Tracker = False ;Prevents from receiving multiple placebo deaths. EndIfIf zPlayer.GetAV("Health") > 10 && Tracker == False ; Sets Tracker to True so that you can do the placebo death anim again. Tracker = TrueEndIfRegisterForSingleUpdate(2.0) ; Re-loops the checker.EndEvent
Scriptname StopAttack Extends ObjectReferenceEvent OnInit() RegisterForSingleUpdate(0.1)EndEventEvent OnUpdate()Actor zEnemy = Game.GetPlayer().GetCombatTarget() If zEnemy.GetAVPercentage("Stamina") < 0.25 Debug.SendAnimationEvent(zEnemy, "AttackStop") EndIfRegisterForSingleUpdate(0.1)EndEvent