How does Whirlwind Sprint work?

Post » Mon Nov 19, 2012 11:27 am

So this is driving me bananas.

The shout Whirlwind Sprint is implemented in a way I cannot understand.

It uses 3 spells, as it should (VoiceWhirlwindSprint01, 02, 03), and each one has a Script Effect associated with it, but there are no scripts attached to these effects.

If I create a spell that uses any one of the three Whirlwind Sprint effects, it obviously doesn't work - it produces the visual effect but the character doesn't sprint.

How in the world is this shout implemented?
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Nicholas C
 
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Post » Mon Nov 19, 2012 3:47 pm

its build of several things
the shout it self (found "magic - Shout)
The spell (found "magic - spell)
the effect (found "Magic - effect) <-- the name here isnt assossiated with what you would think. "Sprint Effect" it is called

It's implimented by combining those elements in the shout and allowing the player to make use of it
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Harry-James Payne
 
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Post » Mon Nov 19, 2012 8:34 pm

Not what I'm asking.

I know how SHOUTS IN GENERAL are implemented.

I can't figure out how WHIRLWIND SPRINT is implemented. There are no scripts attached to its Magic Effects. It SHOULD NOT WORK. Yet it does. Is it hardcoded somehow?
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Teghan Harris
 
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Post » Mon Nov 19, 2012 2:38 pm

doesnt need a script to be implimented
When the player activates the sprint, the game just activates the appropiate level of the spell depending on the number of words the player have.

It basicly funtions like any other magic effect, there is just a bit more FX to it then "normal" such as the screenblur, vocal sound ect.
Been shifting through the scripts and havent found any related to shouts though it could proberly function off a diferent name that i havent thought of, you could take a look there and se if you can find what you are looking for, but highly unlikely. To do that grab any item and flip to the script section in the reference tab, and add script, and start looking.

From what i can se and have been able to find, it functions like any other magic effect or spell, just with more FX to it.
Best i have been able to find, hope it helps in some way
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Jason White
 
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Post » Mon Nov 19, 2012 2:01 pm

Fenist do you mean, how does whirlwind sprint move the player from point a to point b considering there aren't any scripts attached to the magic effects used.

If this is what you were asking, this may point you in the direction or explain.

From what i can see it would seem that these are just preset animations which are played when the voice is released. The actual effects on Whirlwind Sprint are there purely for Image and sound Effects
In the object window, if you look at Actor > NordRace>Male>Player. This is the starting character at the beginning of the game.
If you open this up, and go to the animations tab. If you scroll down the Havok Anim box, almost at the bottom are the animations for Whirlwind Sprint.
So far this just shows, the player has the animations for Whirlwind Sprint.

In order to see how these are triggered by the spells, you need to bring up Idle Animations.
This is located under Gameplay\Animations.

Locate the entry Actors\Character\Behaviours|0_Master.hkx and expand it.
Next look for ActionVoiceRelease and expand that, then expand VoiceReleaseRoot.
Once expanded, you will see VoiceWhirlwindSprint which has conditions attached, likewise for the three sprints below.

DISCLAIMER - I havent checked this.
It would seem you are able to insert an entry child or sibling into the Idle Animations and create a new ID, which could then point to the WhirlwindSprint animation and attach the appropriate conditions.
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Horse gal smithe
 
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Post » Mon Nov 19, 2012 11:52 am

Oh my god. Really? Unbelievable. That is one bass-ackwards way to implement a shout.

Thank you for the anolysis! Very interesting.
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Gemma Woods Illustration
 
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