Papyrus to control Player

Post » Sun Jun 17, 2012 8:42 pm

Is character movement controlled by Papyrus scripting, and if not how do actions like attacking, blocking, sprinting, walking, or running work.
I thought that maybe Bethesda had Papyrus handling character actions, but looking at their intro to Papyrus and the script source files I'm not too sure anymore.
I essentially want to create new actions, and I was hoping that I could rely on Papyrus as being my main work horse.

I guess my main question is:
  • Could somebody outline what happens from pressing a key to your character sprinting (or attacking, jumping, etc)?
The majority of my mods rely on mastering this part of the game 'mechanics', so I really would appreciate any help.
Thanks
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Mon Jun 18, 2012 9:36 am

I would also be interested in knowing this. Bump for luck.
User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Mon Jun 18, 2012 4:00 am

I'm pretty sure this is not handled by Papyrus. We probably need to wait until we get key listeners from the SKSE team.
User avatar
Angelina Mayo
 
Posts: 3427
Joined: Wed Jan 24, 2007 4:58 am

Post » Mon Jun 18, 2012 4:11 am

Is character movement controlled by Papyrus scripting, and if not how do actions like attacking, blocking, sprinting, walking, or running work.
I thought that maybe Bethesda had Papyrus handling character actions, but looking at their intro to Papyrus and the script source files I'm not too sure anymore.
I essentially want to create new actions, and I was hoping that I could rely on Papyrus as being my main work horse.

I guess my main question is:
  • Could somebody outline what happens from pressing a key to your character sprinting (or attacking, jumping, etc)?
The majority of my mods rely on mastering this part of the game 'mechanics', so I really would appreciate any help.
Thanks


The only movement you can control via script is the moveTo function of Actor script class (I think :P). Like at the beginning of the game, you auto move to the executioner's block. Most other type of combat movements are hard-coded it seems.

You can still manually 'force' actor to play certain animation thou (only animation). It has no effects other than visuals
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Sun Jun 17, 2012 6:16 pm

The only movement you can control via script is the moveTo function of Actor script class (I think :tongue:). Like at the beginning of the game, you auto move to the executioner's block. Most other type of combat movements are hard-coded it seems.

You can still manually 'force' actor to play certain animation thou (only animation). It has no effects other than visuals

How is the rest of movement controlled?
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Mon Jun 18, 2012 2:40 am

How is the rest of movement controlled?

He already said - it's handled by the engine.

There's nothing in Papyrus that can affect movement or the ability to detect certain button presses. You'll have to wait until an update is done for SKSE that supports such functions.

However some spell effects can do stuff like affect speeds/etc.
User avatar
Ray
 
Posts: 3472
Joined: Tue Aug 07, 2007 10:17 am

Post » Mon Jun 18, 2012 10:09 am

He already said - it's handled by the engine.

There's nothing in Papyrus that can affect movement or the ability to detect certain button presses. You'll have to wait until an update is done for SKSE that supports such functions.

However some spell effects can do stuff like affect speeds/etc.

Do we actually have access to the entries which are responsible for controls within the creation kit, because I would think that it would be a significant thing for bethsda to leave out of the CK.

Do you have any idea where I could start looking at Bethsda's code.
Even if I can't load the mod file yet I still want to learn as much about is as possible and use it when mods come out.
User avatar
Joe Alvarado
 
Posts: 3467
Joined: Sat Nov 24, 2007 11:13 pm

Post » Mon Jun 18, 2012 12:49 am

I don't think you understand. There is no access to anything that relates to any kind of controls within the CK. If you want to do something that relies on specific keys to be pressed or controls, it is impossible to mod in.

You cannot look into bethesda's code - theres a reason why its called "Hard-coded" or "Handled by the engine" - those are things that are locked away and developed by bethesda's own code compiling tools. If they gave us access to that, they would bascially give us the keys to their entire game engine. So obviously we don't have access to that.

However if I remember correctly older Script Extenders for the older games were able to add functions that interpret button presses. I don't think the one for skyrim (SKSE) has that functionality yet.

Another thing, you CAN check if the player is in certain states though. Such as IsRunning, I[censored], IsSneaking, etc. Some of these checks can be performed in the Papyrus scripting language (like IsRunning), others can only be checked by the magic/ability system in the game outside of scripts (such as I[censored] or GetWalkSpeed).
User avatar
Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am


Return to V - Skyrim