» Thu Jun 21, 2012 8:57 am
The problem with stagger spells is that for the player, they affect things differently (they only cause a screen shake, not an actual stagger).
The send animation event works fine, but there's no way to stop it (as far as I can tell) mid-antimation, so players have to experience the full 5-6 second stagger.
I guess an alternate idea I could do would be to just simulate a stagger by using a normal stagger effect, then somehow disabling player attacks (I'm pretty sure I can do this, seeing as they do it in vanilla skyrim).
There should be no odd issues, only certain animations are risky to use (i.e. ones that are out of place for an actor... like using bear animations on a human). Or antimations that have no endstate, such as loops or something. It's possible as a player to get out of those, they just have to requip things to "reset" their animation graph, at least in my experience. NPC's though, will just be forever confused form what I understand.
I'll experiment with the knockback though. Initial testing is somewhat buggy when used with the standard stagger effect in tandem. I.E. causing a screen shake stagger (the normal stagger), then a player action immediatly causing a full-body animated stagger. Both of these at the same time tended to reset the animation in progress for the player until it could complete... so scripting a screen-shake stagger to happen when the player swings, then having a full body stagger triggered at the same time, would cause the player to immediately follow up his weapon swings with another and a third one at random.