Quick Anim Event Question

Post » Wed Jun 20, 2012 6:31 am

Under the list of anim events (Gameplay > Animations) there are the following: moveStart, moveStop, moveForward, moveBackward, moveDefault, and moveStartAlt. I can not for the life of me get moveForward to work. I'm sending it using SendAnimationEvent(). Any help?
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AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Wed Jun 20, 2012 12:56 pm

I have NEVER been able to get any of the animations I want to play on command (on NPC) using SendAnimationEvent().
(Like casting animations, I want the arm movement of the anima for akido throws, not the NPC casting any spell)

I am sure it is becasue their HLX behavior conditions are not allowing it.







Under the list of anim events (Gameplay > Animations) there are the following: moveStart, moveStop, moveForward, moveBackward, moveDefault, and moveStartAlt. I can not for the life of me get moveForward to work. I'm sending it using SendAnimationEvent(). Any help?
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lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Wed Jun 20, 2012 2:32 pm

I have NEVER been able to get any of the animations I want to play on command (on NPC) using SendAnimationEvent().
I am sure it is becasue their HLX behavior conditions are not allowing it.

I've been able to get almost every event to play using SAE(). Are you sure your using the Anim Event and not the ID?
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KRistina Karlsson
 
Posts: 3383
Joined: Tue Jun 20, 2006 9:22 pm

Post » Wed Jun 20, 2012 1:17 am

Like this : DualMAgic_SpellAimedStart

Have you done combat idles? I think combat idles might have more "hidden" conditions than other idles.
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Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Wed Jun 20, 2012 12:19 pm

Off-topic, but somewhat related. I've never been able to receive those events when I use RegisterForAnimationEvent() either. I attached a simple script to a magic effect in order to test out about 200 animation events:

Spoiler
Scriptname fg109TestMEScript extends activemagiceffect  Event OnEffectStart(Actor akTarget, Actor akCaster)    RegisterForAnimationEvent(akTarget, "ArrowAttach");    RegisterForAnimationEvent(akTarget, "ArrowDetach")    RegisterForAnimationEvent(akTarget, "ArrowRelease");;    RegisterForAnimationEvent(akTarget, "AttackPower2HMForwardSprint");;    RegisterForAnimationEvent(akTarget, "AttackPower2HWForwardSprint");;    RegisterForAnimationEvent(akTarget, "AttackPowerDirectionalStart");;    RegisterForAnimationEvent(akTarget, "AttackPowerStart_2HMSprint");;    RegisterForAnimationEvent(akTarget, "AttackPowerStart_2HWSprint");;    RegisterForAnimationEvent(akTarget, "AttackPowerStart_Sprint");;    RegisterForAnimationEvent(akTarget, "AttackPowerStart_SprintLeftHand");;    RegisterForAnimationEvent(akTarget, "AttackPowerStartBackLeftHand");;    RegisterForAnimationEvent(akTarget, "AttackPowerStartBackward");;    RegisterForAnimationEvent(akTarget, "AttackPowerStartDualWield");;    RegisterForAnimationEvent(akTarget, "AttackPowerStartForward");;    RegisterForAnimationEvent(akTarget, "AttackPowerStartForwardH2HLeftHand");;    RegisterForAnimationEvent(akTarget, "AttackPowerStartForwardH2HRightHand");;    RegisterForAnimationEvent(akTarget, "AttackPowerStartForwardLeftHand");;    RegisterForAnimationEvent(akTarget, "AttackPowerStartH2HCombo");;    RegisterForAnimationEvent(akTarget, "AttackPowerStartInPlace");;    RegisterForAnimationEvent(akTarget, "AttackPowerStartInPlaceLeftHand");;    RegisterForAnimationEvent(akTarget, "AttackPowerStartLeft");;    RegisterForAnimationEvent(akTarget, "AttackPowerStartLeftHand");;    RegisterForAnimationEvent(akTarget, "AttackPowerStartLeftLeftHand");;    RegisterForAnimationEvent(akTarget, "AttackPowerStartRight");;    RegisterForAnimationEvent(akTarget, "AttackPowerStartRightLeftHand");;    RegisterForAnimationEvent(akTarget, "AttackRelease");;    RegisterForAnimationEvent(akTarget, "AttackStart");;    RegisterForAnimationEvent(akTarget, "AttackStart_Attack1");;    RegisterForAnimationEvent(akTarget, "AttackStart_Attack2");;    RegisterForAnimationEvent(akTarget, "AttackStartDualWield");;    RegisterForAnimationEvent(akTarget, "AttackStartH2HLeft");;    RegisterForAnimationEvent(akTarget, "AttackStartH2HRight");;    RegisterForAnimationEvent(akTarget, "AttackStartLeftHand");;    RegisterForAnimationEvent(akTarget, "AttackStartSprint");;    RegisterForAnimationEvent(akTarget, "AttackStartSprintLeftHand");;    RegisterForAnimationEvent(akTarget, "AttackState to RecoilState");;    RegisterForAnimationEvent(akTarget, "AttackStop");    RegisterForAnimationEvent(akTarget, "AttackWinEnd");    RegisterForAnimationEvent(akTarget, "AttackWinEndLeft");    RegisterForAnimationEvent(akTarget, "AttackWinMid");    RegisterForAnimationEvent(akTarget, "AttackWinStart");    RegisterForAnimationEvent(akTarget, "AttackWinStartLeft")    RegisterForAnimationEvent(akTarget, "BashExit")    RegisterForAnimationEvent(akTarget, "BashFail")    RegisterForAnimationEvent(akTarget, "BashPowerStart")    RegisterForAnimationEvent(akTarget, "BashRelease")    RegisterForAnimationEvent(akTarget, "BashStart")    RegisterForAnimationEvent(akTarget, "BashStop");;    RegisterForAnimationEvent(akTarget, "BeginCast")    RegisterForAnimationEvent(akTarget, "BeginCastLeft")    RegisterForAnimationEvent(akTarget, "BeginCastRight")    RegisterForAnimationEvent(akTarget, "BeginCastVoice")    RegisterForAnimationEvent(akTarget, "BeginWeaponDraw")    RegisterForAnimationEvent(akTarget, "BeginWeaponSheathe")    RegisterForAnimationEvent(akTarget, "BlockAnticipateStart")    RegisterForAnimationEvent(akTarget, "BlockAnticipateStop")    RegisterForAnimationEvent(akTarget, "BlockBashSprint")    RegisterForAnimationEvent(akTarget, "BlockHitStart")    RegisterForAnimationEvent(akTarget, "BlockHitStop")    RegisterForAnimationEvent(akTarget, "BlockStart")    RegisterForAnimationEvent(akTarget, "BlockStartOut")    RegisterForAnimationEvent(akTarget, "BlockStop")    RegisterForAnimationEvent(akTarget, "BlockStopOut");;    RegisterForAnimationEvent(akTarget, "Bow_Equip");;    RegisterForAnimationEvent(akTarget, "Bow_EquipOut");;    RegisterForAnimationEvent(akTarget, "Bow_UnEquip")    RegisterForAnimationEvent(akTarget, "BowAttackStart")    RegisterForAnimationEvent(akTarget, "BowDraw")    RegisterForAnimationEvent(akTarget, "BowDrawn")    RegisterForAnimationEvent(akTarget, "BowDrawStart")    RegisterForAnimationEvent(akTarget, "BowEnd")    RegisterForAnimationEvent(akTarget, "BowRelease")    RegisterForAnimationEvent(akTarget, "BowReset")    RegisterForAnimationEvent(akTarget, "BowZoomStart")    RegisterForAnimationEvent(akTarget, "BowZoomStop");;    RegisterForAnimationEvent(akTarget, "BrakeStart");;    RegisterForAnimationEvent(akTarget, "BrakeStop");;    RegisterForAnimationEvent(akTarget, "CameraTurnLeft");;    RegisterForAnimationEvent(akTarget, "CameraTurnRight");;    RegisterForAnimationEvent(akTarget, "CamHit");;    RegisterForAnimationEvent(akTarget, "CannedTurnLeft180");;    RegisterForAnimationEvent(akTarget, "CannedTurnLeft90");;    RegisterForAnimationEvent(akTarget, "CannedTurnRight180");;    RegisterForAnimationEvent(akTarget, "CannedTurnRight90");;    RegisterForAnimationEvent(akTarget, "CannedTurnStart");;    RegisterForAnimationEvent(akTarget, "CannedTurnStop");;    RegisterForAnimationEvent(akTarget, "CannedTurnStrafeLeft90");;    RegisterForAnimationEvent(akTarget, "CannedTurnStrafeRight90");    RegisterForAnimationEvent(akTarget, "CastOKStart");    RegisterForAnimationEvent(akTarget, "CastOKStop")    RegisterForAnimationEvent(akTarget, "CastStop");;    RegisterForAnimationEvent(akTarget, "CombatStanceStart");;    RegisterForAnimationEvent(akTarget, "CombatStanceStop");;    RegisterForAnimationEvent(akTarget, "DismountEnd");;    RegisterForAnimationEvent(akTarget, "FallBegin");;    RegisterForAnimationEvent(akTarget, "FallStart");;    RegisterForAnimationEvent(akTarget, "ForwardFallFromJump");;    RegisterForAnimationEvent(akTarget, "ForwardFallStart");;    RegisterForAnimationEvent(akTarget, "ForwardJumpStart");;    RegisterForAnimationEvent(akTarget, "ForwardLandEnd");;    RegisterForAnimationEvent(akTarget, "HeadStart");;    RegisterForAnimationEvent(akTarget, "HeadTrackingOff");    RegisterForAnimationEvent(akTarget, "HeadTrackingOn");;    RegisterForAnimationEvent(akTarget, "HorseDismount");;    RegisterForAnimationEvent(akTarget, "HorseEnter");;    RegisterForAnimationEvent(akTarget, "HorseEnterInstant");;    RegisterForAnimationEvent(akTarget, "HorseEnterOut");;    RegisterForAnimationEvent(akTarget, "HorseEnterSwim");;    RegisterForAnimationEvent(akTarget, "HorseExit")    RegisterForAnimationEvent(akTarget, "HorseExitOut");;    RegisterForAnimationEvent(akTarget, "HorseExitSwim")    RegisterForAnimationEvent(akTarget, "HorseIdle")    RegisterForAnimationEvent(akTarget, "HorseLocomotion")    RegisterForAnimationEvent(akTarget, "HorseSprint");;    RegisterForAnimationEvent(akTarget, "Idle");;    RegisterForAnimationEvent(akTarget, "IdleExit");;    RegisterForAnimationEvent(akTarget, "IdlePlayer");    RegisterForAnimationEvent(akTarget, "IdleStop");;    RegisterForAnimationEvent(akTarget, "IdleWalkingCameraEnd");;    RegisterForAnimationEvent(akTarget, "IdleWalkingCameraStart");    RegisterForAnimationEvent(akTarget, "InterruptCast")    RegisterForAnimationEvent(akTarget, "JumpBegin");;    RegisterForAnimationEvent(akTarget, "JumpDirectionalStart");;    RegisterForAnimationEvent(akTarget, "JumpDown")    RegisterForAnimationEvent(akTarget, "JumpFall");;    RegisterForAnimationEvent(akTarget, "JumpFallBegin")    RegisterForAnimationEvent(akTarget, "JumpFallDirectional");;    RegisterForAnimationEvent(akTarget, "JumpFastEnd");;    RegisterForAnimationEvent(akTarget, "JumpFastLeft");;    RegisterForAnimationEvent(akTarget, "JumpFastRight");;    RegisterForAnimationEvent(akTarget, "JumpForwardEnd");;    RegisterForAnimationEvent(akTarget, "JumpForwardStart");;    RegisterForAnimationEvent(akTarget, "JumpLand")    RegisterForAnimationEvent(akTarget, "JumpLandDirectional")    RegisterForAnimationEvent(akTarget, "JumpLandEnd");;    RegisterForAnimationEvent(akTarget, "JumpLandFailSafe");;    RegisterForAnimationEvent(akTarget, "JumpLandFast");;    RegisterForAnimationEvent(akTarget, "JumpLandSoft");;    RegisterForAnimationEvent(akTarget, "JumpSoftEnd");;    RegisterForAnimationEvent(akTarget, "JumpStandingStart")    RegisterForAnimationEvent(akTarget, "JumpUp");;    RegisterForAnimationEvent(akTarget, "KillingBlow");;    RegisterForAnimationEvent(akTarget, "KillMove");;    RegisterForAnimationEvent(akTarget, "KillMove_Ground_Bite_Grapple");;    RegisterForAnimationEvent(akTarget, "KillMove1HMBackStab");;    RegisterForAnimationEvent(akTarget, "KillMove1HMDecap");;    RegisterForAnimationEvent(akTarget, "KillMove1HMDecapBleedOut");;    RegisterForAnimationEvent(akTarget, "KillMove1HMDecapKnife");;    RegisterForAnimationEvent(akTarget, "KillMove2HMDecap");;    RegisterForAnimationEvent(akTarget, "KillMove2HMDecapBleedOut");;    RegisterForAnimationEvent(akTarget, "KillMove2HMStabA");;    RegisterForAnimationEvent(akTarget, "KillMove2HWA");;    RegisterForAnimationEvent(akTarget, "KillMove2HWB");;    RegisterForAnimationEvent(akTarget, "KillMove2HWDecapBleedOut");;    RegisterForAnimationEvent(akTarget, "KillMoveB");;    RegisterForAnimationEvent(akTarget, "KillMoveC");;    RegisterForAnimationEvent(akTarget, "KillMoveD");;    RegisterForAnimationEvent(akTarget, "KillMoveDualWieldA");;    RegisterForAnimationEvent(akTarget, "KillMoveDWDecap");;    RegisterForAnimationEvent(akTarget, "KillMoveE")    RegisterForAnimationEvent(akTarget, "KillMoveEnd");;    RegisterForAnimationEvent(akTarget, "KillMoveF");;    RegisterForAnimationEvent(akTarget, "KillMoveG");;    RegisterForAnimationEvent(akTarget, "KillMoveH");;    RegisterForAnimationEvent(akTarget, "KillMoveH2HComboA");;    RegisterForAnimationEvent(akTarget, "KillMoveH2HSlamA");;    RegisterForAnimationEvent(akTarget, "KillMoveI");;    RegisterForAnimationEvent(akTarget, "KillMoveJ");;    RegisterForAnimationEvent(akTarget, "KillMoveK");;    RegisterForAnimationEvent(akTarget, "KillMoveL");;    RegisterForAnimationEvent(akTarget, "KillMoveM");;    RegisterForAnimationEvent(akTarget, "KillMoveSabreCat");;    RegisterForAnimationEvent(akTarget, "KillMoveShortA");;    RegisterForAnimationEvent(akTarget, "KillMoveShortB");;    RegisterForAnimationEvent(akTarget, "KillMoveShortC");;    RegisterForAnimationEvent(akTarget, "KillMoveShortD");;    RegisterForAnimationEvent(akTarget, "KillMoveSneakBackA")    RegisterForAnimationEvent(akTarget, "KillMoveStart");;    RegisterForAnimationEvent(akTarget, "LandEnd");;    RegisterForAnimationEvent(akTarget, "LandForwardStart");;    RegisterForAnimationEvent(akTarget, "LandStart");;    RegisterForAnimationEvent(akTarget, "LeftDirectionStart");;    RegisterForAnimationEvent(akTarget, "Magic_Shield_Equip");;    RegisterForAnimationEvent(akTarget, "Magic_Solo_Equip");;    RegisterForAnimationEvent(akTarget, "MountedStaggerStart");;    RegisterForAnimationEvent(akTarget, "MountedSwimStart");;    RegisterForAnimationEvent(akTarget, "MountedSwimStop")    RegisterForAnimationEvent(akTarget, "MountEnd");;    RegisterForAnimationEvent(akTarget, "MoveBackward");;    RegisterForAnimationEvent(akTarget, "MoveDefault");;    RegisterForAnimationEvent(akTarget, "MoveForward");;    RegisterForAnimationEvent(akTarget, "MoveSlow");;    RegisterForAnimationEvent(akTarget, "MoveStart");;    RegisterForAnimationEvent(akTarget, "MoveStartAlt");;    RegisterForAnimationEvent(akTarget, "MoveStartAltOut");;    RegisterForAnimationEvent(akTarget, "MoveStop");;    RegisterForAnimationEvent(akTarget, "ShoutRelease");;    RegisterForAnimationEvent(akTarget, "ShoutStart")    RegisterForAnimationEvent(akTarget, "ShoutStop");;    RegisterForAnimationEvent(akTarget, "SneakStart");;    RegisterForAnimationEvent(akTarget, "SneakStop");;    RegisterForAnimationEvent(akTarget, "SprintStart");;    RegisterForAnimationEvent(akTarget, "SprintStop")    RegisterForAnimationEvent(akTarget, "StopHorseCamera");;    RegisterForAnimationEvent(akTarget, "StrafeBackLeft");;    RegisterForAnimationEvent(akTarget, "StrafeBackRight");;    RegisterForAnimationEvent(akTarget, "StrafeOut");;    RegisterForAnimationEvent(akTarget, "StrafeReturn");;    RegisterForAnimationEvent(akTarget, "StrafeReverseLeft");;    RegisterForAnimationEvent(akTarget, "StrafeReverseRight");;    RegisterForAnimationEvent(akTarget, "StrafeStartLeft");;    RegisterForAnimationEvent(akTarget, "StrafeStartRight");;    RegisterForAnimationEvent(akTarget, "StrafeStartRunLeft");;    RegisterForAnimationEvent(akTarget, "StrafeStartRunRight");;    RegisterForAnimationEvent(akTarget, "StrafeStartTrotLeft");;    RegisterForAnimationEvent(akTarget, "StrafeStartTrotRight");;    RegisterForAnimationEvent(akTarget, "StrafeStartWalkLeft");;    RegisterForAnimationEvent(akTarget, "StrafeStartWalkRight");;    RegisterForAnimationEvent(akTarget, "StrafeStopLeft");;    RegisterForAnimationEvent(akTarget, "StrafeStopRight");;    RegisterForAnimationEvent(akTarget, "StrafeStopRunLeft");;    RegisterForAnimationEvent(akTarget, "StrafeStopRunRight");;    RegisterForAnimationEvent(akTarget, "StrafeWalkLeft");;    RegisterForAnimationEvent(akTarget, "SwimStart");;    RegisterForAnimationEvent(akTarget, "SwimStop");;    RegisterForAnimationEvent(akTarget, "TorchEquip");;    RegisterForAnimationEvent(akTarget, "TorchUnequip");;    RegisterForAnimationEvent(akTarget, "TurnLeft");;    RegisterForAnimationEvent(akTarget, "TurnRight");;    RegisterForAnimationEvent(akTarget, "TurnStart");;    RegisterForAnimationEvent(akTarget, "TurnStop");;    RegisterForAnimationEvent(akTarget, "WeapEquip")    RegisterForAnimationEvent(akTarget, "WeaponDraw")    RegisterForAnimationEvent(akTarget, "WeaponLeftSwing")    RegisterForAnimationEvent(akTarget, "WeaponSheathe")    RegisterForAnimationEvent(akTarget, "WeaponSwing")    Debug.Notification("Finished anim event registrations.")EndEventEvent OnAnimationEvent(ObjectReference akSource, string asEventName)    Debug.Notification(asEventName)EndEvent

The ones with two semicolons in front are the ones that either don't work, or else I just don't know how to trigger them. The ones with a single semicolon are the ones that I think trigger too often to be useful for anything (not to mention being annoying).
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Benito Martinez
 
Posts: 3470
Joined: Thu Aug 30, 2007 6:33 am

Post » Wed Jun 20, 2012 1:28 pm

Off-topic, but somewhat related. I've never been able to receive those events when I use RegisterForAnimationEvent() either. I attached a simple script to a magic effect in order to test out about 200 animation events:

Spoiler
Scriptname fg109TestMEScript extends activemagiceffect  Event OnEffectStart(Actor akTarget, Actor akCaster)	RegisterForAnimationEvent(akTarget, "ArrowAttach");	RegisterForAnimationEvent(akTarget, "ArrowDetach")	RegisterForAnimationEvent(akTarget, "ArrowRelease");;	RegisterForAnimationEvent(akTarget, "AttackPower2HMForwardSprint");;	RegisterForAnimationEvent(akTarget, "AttackPower2HWForwardSprint");;	RegisterForAnimationEvent(akTarget, "AttackPowerDirectionalStart");;	RegisterForAnimationEvent(akTarget, "AttackPowerStart_2HMSprint");;	RegisterForAnimationEvent(akTarget, "AttackPowerStart_2HWSprint");;	RegisterForAnimationEvent(akTarget, "AttackPowerStart_Sprint");;	RegisterForAnimationEvent(akTarget, "AttackPowerStart_SprintLeftHand");;	RegisterForAnimationEvent(akTarget, "AttackPowerStartBackLeftHand");;	RegisterForAnimationEvent(akTarget, "AttackPowerStartBackward");;	RegisterForAnimationEvent(akTarget, "AttackPowerStartDualWield");;	RegisterForAnimationEvent(akTarget, "AttackPowerStartForward");;	RegisterForAnimationEvent(akTarget, "AttackPowerStartForwardH2HLeftHand");;	RegisterForAnimationEvent(akTarget, "AttackPowerStartForwardH2HRightHand");;	RegisterForAnimationEvent(akTarget, "AttackPowerStartForwardLeftHand");;	RegisterForAnimationEvent(akTarget, "AttackPowerStartH2HCombo");;	RegisterForAnimationEvent(akTarget, "AttackPowerStartInPlace");;	RegisterForAnimationEvent(akTarget, "AttackPowerStartInPlaceLeftHand");;	RegisterForAnimationEvent(akTarget, "AttackPowerStartLeft");;	RegisterForAnimationEvent(akTarget, "AttackPowerStartLeftHand");;	RegisterForAnimationEvent(akTarget, "AttackPowerStartLeftLeftHand");;	RegisterForAnimationEvent(akTarget, "AttackPowerStartRight");;	RegisterForAnimationEvent(akTarget, "AttackPowerStartRightLeftHand");;	RegisterForAnimationEvent(akTarget, "AttackRelease");;	RegisterForAnimationEvent(akTarget, "AttackStart");;	RegisterForAnimationEvent(akTarget, "AttackStart_Attack1");;	RegisterForAnimationEvent(akTarget, "AttackStart_Attack2");;	RegisterForAnimationEvent(akTarget, "AttackStartDualWield");;	RegisterForAnimationEvent(akTarget, "AttackStartH2HLeft");;	RegisterForAnimationEvent(akTarget, "AttackStartH2HRight");;	RegisterForAnimationEvent(akTarget, "AttackStartLeftHand");;	RegisterForAnimationEvent(akTarget, "AttackStartSprint");;	RegisterForAnimationEvent(akTarget, "AttackStartSprintLeftHand");;	RegisterForAnimationEvent(akTarget, "AttackState to RecoilState");;	RegisterForAnimationEvent(akTarget, "AttackStop");	RegisterForAnimationEvent(akTarget, "AttackWinEnd");	RegisterForAnimationEvent(akTarget, "AttackWinEndLeft");	RegisterForAnimationEvent(akTarget, "AttackWinMid");	RegisterForAnimationEvent(akTarget, "AttackWinStart");	RegisterForAnimationEvent(akTarget, "AttackWinStartLeft")	RegisterForAnimationEvent(akTarget, "BashExit")	RegisterForAnimationEvent(akTarget, "BashFail")	RegisterForAnimationEvent(akTarget, "BashPowerStart")	RegisterForAnimationEvent(akTarget, "BashRelease")	RegisterForAnimationEvent(akTarget, "BashStart")	RegisterForAnimationEvent(akTarget, "BashStop");;	RegisterForAnimationEvent(akTarget, "BeginCast")	RegisterForAnimationEvent(akTarget, "BeginCastLeft")	RegisterForAnimationEvent(akTarget, "BeginCastRight")	RegisterForAnimationEvent(akTarget, "BeginCastVoice")	RegisterForAnimationEvent(akTarget, "BeginWeaponDraw")	RegisterForAnimationEvent(akTarget, "BeginWeaponSheathe")	RegisterForAnimationEvent(akTarget, "BlockAnticipateStart")	RegisterForAnimationEvent(akTarget, "BlockAnticipateStop")	RegisterForAnimationEvent(akTarget, "BlockBashSprint")	RegisterForAnimationEvent(akTarget, "BlockHitStart")	RegisterForAnimationEvent(akTarget, "BlockHitStop")	RegisterForAnimationEvent(akTarget, "BlockStart")	RegisterForAnimationEvent(akTarget, "BlockStartOut")	RegisterForAnimationEvent(akTarget, "BlockStop")	RegisterForAnimationEvent(akTarget, "BlockStopOut");;	RegisterForAnimationEvent(akTarget, "Bow_Equip");;	RegisterForAnimationEvent(akTarget, "Bow_EquipOut");;	RegisterForAnimationEvent(akTarget, "Bow_UnEquip")	RegisterForAnimationEvent(akTarget, "BowAttackStart")	RegisterForAnimationEvent(akTarget, "BowDraw")	RegisterForAnimationEvent(akTarget, "BowDrawn")	RegisterForAnimationEvent(akTarget, "BowDrawStart")	RegisterForAnimationEvent(akTarget, "BowEnd")	RegisterForAnimationEvent(akTarget, "BowRelease")	RegisterForAnimationEvent(akTarget, "BowReset")	RegisterForAnimationEvent(akTarget, "BowZoomStart")	RegisterForAnimationEvent(akTarget, "BowZoomStop");;	RegisterForAnimationEvent(akTarget, "BrakeStart");;	RegisterForAnimationEvent(akTarget, "BrakeStop");;	RegisterForAnimationEvent(akTarget, "CameraTurnLeft");;	RegisterForAnimationEvent(akTarget, "CameraTurnRight");;	RegisterForAnimationEvent(akTarget, "CamHit");;	RegisterForAnimationEvent(akTarget, "CannedTurnLeft180");;	RegisterForAnimationEvent(akTarget, "CannedTurnLeft90");;	RegisterForAnimationEvent(akTarget, "CannedTurnRight180");;	RegisterForAnimationEvent(akTarget, "CannedTurnRight90");;	RegisterForAnimationEvent(akTarget, "CannedTurnStart");;	RegisterForAnimationEvent(akTarget, "CannedTurnStop");;	RegisterForAnimationEvent(akTarget, "CannedTurnStrafeLeft90");;	RegisterForAnimationEvent(akTarget, "CannedTurnStrafeRight90");	RegisterForAnimationEvent(akTarget, "CastOKStart");	RegisterForAnimationEvent(akTarget, "CastOKStop")	RegisterForAnimationEvent(akTarget, "CastStop");;	RegisterForAnimationEvent(akTarget, "CombatStanceStart");;	RegisterForAnimationEvent(akTarget, "CombatStanceStop");;	RegisterForAnimationEvent(akTarget, "DismountEnd");;	RegisterForAnimationEvent(akTarget, "FallBegin");;	RegisterForAnimationEvent(akTarget, "FallStart");;	RegisterForAnimationEvent(akTarget, "ForwardFallFromJump");;	RegisterForAnimationEvent(akTarget, "ForwardFallStart");;	RegisterForAnimationEvent(akTarget, "ForwardJumpStart");;	RegisterForAnimationEvent(akTarget, "ForwardLandEnd");;	RegisterForAnimationEvent(akTarget, "HeadStart");;	RegisterForAnimationEvent(akTarget, "HeadTrackingOff");	RegisterForAnimationEvent(akTarget, "HeadTrackingOn");;	RegisterForAnimationEvent(akTarget, "HorseDismount");;	RegisterForAnimationEvent(akTarget, "HorseEnter");;	RegisterForAnimationEvent(akTarget, "HorseEnterInstant");;	RegisterForAnimationEvent(akTarget, "HorseEnterOut");;	RegisterForAnimationEvent(akTarget, "HorseEnterSwim");;	RegisterForAnimationEvent(akTarget, "HorseExit")	RegisterForAnimationEvent(akTarget, "HorseExitOut");;	RegisterForAnimationEvent(akTarget, "HorseExitSwim")	RegisterForAnimationEvent(akTarget, "HorseIdle")	RegisterForAnimationEvent(akTarget, "HorseLocomotion")	RegisterForAnimationEvent(akTarget, "HorseSprint");;	RegisterForAnimationEvent(akTarget, "Idle");;	RegisterForAnimationEvent(akTarget, "IdleExit");;	RegisterForAnimationEvent(akTarget, "IdlePlayer");	RegisterForAnimationEvent(akTarget, "IdleStop");;	RegisterForAnimationEvent(akTarget, "IdleWalkingCameraEnd");;	RegisterForAnimationEvent(akTarget, "IdleWalkingCameraStart");	RegisterForAnimationEvent(akTarget, "InterruptCast")	RegisterForAnimationEvent(akTarget, "JumpBegin");;	RegisterForAnimationEvent(akTarget, "JumpDirectionalStart");;	RegisterForAnimationEvent(akTarget, "JumpDown")	RegisterForAnimationEvent(akTarget, "JumpFall");;	RegisterForAnimationEvent(akTarget, "JumpFallBegin")	RegisterForAnimationEvent(akTarget, "JumpFallDirectional");;	RegisterForAnimationEvent(akTarget, "JumpFastEnd");;	RegisterForAnimationEvent(akTarget, "JumpFastLeft");;	RegisterForAnimationEvent(akTarget, "JumpFastRight");;	RegisterForAnimationEvent(akTarget, "JumpForwardEnd");;	RegisterForAnimationEvent(akTarget, "JumpForwardStart");;	RegisterForAnimationEvent(akTarget, "JumpLand")	RegisterForAnimationEvent(akTarget, "JumpLandDirectional")	RegisterForAnimationEvent(akTarget, "JumpLandEnd");;	RegisterForAnimationEvent(akTarget, "JumpLandFailSafe");;	RegisterForAnimationEvent(akTarget, "JumpLandFast");;	RegisterForAnimationEvent(akTarget, "JumpLandSoft");;	RegisterForAnimationEvent(akTarget, "JumpSoftEnd");;	RegisterForAnimationEvent(akTarget, "JumpStandingStart")	RegisterForAnimationEvent(akTarget, "JumpUp");;	RegisterForAnimationEvent(akTarget, "KillingBlow");;	RegisterForAnimationEvent(akTarget, "KillMove");;	RegisterForAnimationEvent(akTarget, "KillMove_Ground_Bite_Grapple");;	RegisterForAnimationEvent(akTarget, "KillMove1HMBackStab");;	RegisterForAnimationEvent(akTarget, "KillMove1HMDecap");;	RegisterForAnimationEvent(akTarget, "KillMove1HMDecapBleedOut");;	RegisterForAnimationEvent(akTarget, "KillMove1HMDecapKnife");;	RegisterForAnimationEvent(akTarget, "KillMove2HMDecap");;	RegisterForAnimationEvent(akTarget, "KillMove2HMDecapBleedOut");;	RegisterForAnimationEvent(akTarget, "KillMove2HMStabA");;	RegisterForAnimationEvent(akTarget, "KillMove2HWA");;	RegisterForAnimationEvent(akTarget, "KillMove2HWB");;	RegisterForAnimationEvent(akTarget, "KillMove2HWDecapBleedOut");;	RegisterForAnimationEvent(akTarget, "KillMoveB");;	RegisterForAnimationEvent(akTarget, "KillMoveC");;	RegisterForAnimationEvent(akTarget, "KillMoveD");;	RegisterForAnimationEvent(akTarget, "KillMoveDualWieldA");;	RegisterForAnimationEvent(akTarget, "KillMoveDWDecap");;	RegisterForAnimationEvent(akTarget, "KillMoveE")	RegisterForAnimationEvent(akTarget, "KillMoveEnd");;	RegisterForAnimationEvent(akTarget, "KillMoveF");;	RegisterForAnimationEvent(akTarget, "KillMoveG");;	RegisterForAnimationEvent(akTarget, "KillMoveH");;	RegisterForAnimationEvent(akTarget, "KillMoveH2HComboA");;	RegisterForAnimationEvent(akTarget, "KillMoveH2HSlamA");;	RegisterForAnimationEvent(akTarget, "KillMoveI");;	RegisterForAnimationEvent(akTarget, "KillMoveJ");;	RegisterForAnimationEvent(akTarget, "KillMoveK");;	RegisterForAnimationEvent(akTarget, "KillMoveL");;	RegisterForAnimationEvent(akTarget, "KillMoveM");;	RegisterForAnimationEvent(akTarget, "KillMoveSabreCat");;	RegisterForAnimationEvent(akTarget, "KillMoveShortA");;	RegisterForAnimationEvent(akTarget, "KillMoveShortB");;	RegisterForAnimationEvent(akTarget, "KillMoveShortC");;	RegisterForAnimationEvent(akTarget, "KillMoveShortD");;	RegisterForAnimationEvent(akTarget, "KillMoveSneakBackA")	RegisterForAnimationEvent(akTarget, "KillMoveStart");;	RegisterForAnimationEvent(akTarget, "LandEnd");;	RegisterForAnimationEvent(akTarget, "LandForwardStart");;	RegisterForAnimationEvent(akTarget, "LandStart");;	RegisterForAnimationEvent(akTarget, "LeftDirectionStart");;	RegisterForAnimationEvent(akTarget, "Magic_Shield_Equip");;	RegisterForAnimationEvent(akTarget, "Magic_Solo_Equip");;	RegisterForAnimationEvent(akTarget, "MountedStaggerStart");;	RegisterForAnimationEvent(akTarget, "MountedSwimStart");;	RegisterForAnimationEvent(akTarget, "MountedSwimStop")	RegisterForAnimationEvent(akTarget, "MountEnd");;	RegisterForAnimationEvent(akTarget, "MoveBackward");;	RegisterForAnimationEvent(akTarget, "MoveDefault");;	RegisterForAnimationEvent(akTarget, "MoveForward");;	RegisterForAnimationEvent(akTarget, "MoveSlow");;	RegisterForAnimationEvent(akTarget, "MoveStart");;	RegisterForAnimationEvent(akTarget, "MoveStartAlt");;	RegisterForAnimationEvent(akTarget, "MoveStartAltOut");;	RegisterForAnimationEvent(akTarget, "MoveStop");;	RegisterForAnimationEvent(akTarget, "ShoutRelease");;	RegisterForAnimationEvent(akTarget, "ShoutStart")	RegisterForAnimationEvent(akTarget, "ShoutStop");;	RegisterForAnimationEvent(akTarget, "SneakStart");;	RegisterForAnimationEvent(akTarget, "SneakStop");;	RegisterForAnimationEvent(akTarget, "SprintStart");;	RegisterForAnimationEvent(akTarget, "SprintStop")	RegisterForAnimationEvent(akTarget, "StopHorseCamera");;	RegisterForAnimationEvent(akTarget, "StrafeBackLeft");;	RegisterForAnimationEvent(akTarget, "StrafeBackRight");;	RegisterForAnimationEvent(akTarget, "StrafeOut");;	RegisterForAnimationEvent(akTarget, "StrafeReturn");;	RegisterForAnimationEvent(akTarget, "StrafeReverseLeft");;	RegisterForAnimationEvent(akTarget, "StrafeReverseRight");;	RegisterForAnimationEvent(akTarget, "StrafeStartLeft");;	RegisterForAnimationEvent(akTarget, "StrafeStartRight");;	RegisterForAnimationEvent(akTarget, "StrafeStartRunLeft");;	RegisterForAnimationEvent(akTarget, "StrafeStartRunRight");;	RegisterForAnimationEvent(akTarget, "StrafeStartTrotLeft");;	RegisterForAnimationEvent(akTarget, "StrafeStartTrotRight");;	RegisterForAnimationEvent(akTarget, "StrafeStartWalkLeft");;	RegisterForAnimationEvent(akTarget, "StrafeStartWalkRight");;	RegisterForAnimationEvent(akTarget, "StrafeStopLeft");;	RegisterForAnimationEvent(akTarget, "StrafeStopRight");;	RegisterForAnimationEvent(akTarget, "StrafeStopRunLeft");;	RegisterForAnimationEvent(akTarget, "StrafeStopRunRight");;	RegisterForAnimationEvent(akTarget, "StrafeWalkLeft");;	RegisterForAnimationEvent(akTarget, "SwimStart");;	RegisterForAnimationEvent(akTarget, "SwimStop");;	RegisterForAnimationEvent(akTarget, "TorchEquip");;	RegisterForAnimationEvent(akTarget, "TorchUnequip");;	RegisterForAnimationEvent(akTarget, "TurnLeft");;	RegisterForAnimationEvent(akTarget, "TurnRight");;	RegisterForAnimationEvent(akTarget, "TurnStart");;	RegisterForAnimationEvent(akTarget, "TurnStop");;	RegisterForAnimationEvent(akTarget, "WeapEquip")	RegisterForAnimationEvent(akTarget, "WeaponDraw")	RegisterForAnimationEvent(akTarget, "WeaponLeftSwing")	RegisterForAnimationEvent(akTarget, "WeaponSheathe")	RegisterForAnimationEvent(akTarget, "WeaponSwing")	Debug.Notification("Finished anim event registrations.")EndEventEvent OnAnimationEvent(ObjectReference akSource, string asEventName)	Debug.Notification(asEventName)EndEvent

The ones with two semicolons in front are the ones that either don't work, or else I just don't know how to trigger them. The ones with a single semicolon are the ones that I think trigger too often to be useful for anything (not to mention being annoying).

All those power attacks must be called while the NPC has their weapon drawn. I've used them myself.

@Spooky Try casting them while the NPC is in a magic stance. I believe there is an event called "MagicForceEquip", and "Magic_Equip". So Try:

...Event OnEffectStart(Actor akTarget, Actor akCaster)		Debug.SendAnimationEvent(akTarget, "Magic_Equip")		Debug.SendAnimationEvent(akTarget, "MRh_SpellAimedConcentrationStart")EndEvent
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Hearts
 
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Post » Wed Jun 20, 2012 3:13 am

Ah! ok, more "required conditions", I get it. Thanks! On the same idea, maybe your walk forward issue needs some kind of extra condition as well?

What may or may not be a clue is that I found that the IsRunning detection only works if the actor is moving forward (unlike Oblivion).


@Spooky Try casting them while the NPC is in a magic stance. I believe there is an event called "MagicForceEquip", and "Magic_Equip". So Try:
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Ash
 
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Post » Wed Jun 20, 2012 8:22 am

Ah! ok, more "required conditions", I get it. Thanks! On the same idea, maybe your walk forward issue needs some kind of extra condition as well?

What may or may not be a clue is that I found that the IsRunning detection only works if the actor is moving forward (unlike Oblivion).

Thanks for the info. I will investigate further.
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Gemma Woods Illustration
 
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Post » Wed Jun 20, 2012 12:41 pm

ALL animations are conditioned by Transitions... to and from States this is the best explanation.

Root State -> Intermediate States' -> Animations' -> Intermediate State(to which the currently playing animation belongs), and this is the most rudimentary explanation in truth there are multiple nested states that not only transition to animation but to other Behaviors.

At all changes there is a transition you CAN NOT play an animation that does not contain a Transition from your current state to the animation.

The easiest example are the Disabled Dodging Animations, the reason they did not work is because they are not included in the Sprinting Root State nor transitioned to from the Sprinting State nor included in the combat Behaviors -> all of that has to be linked up before they will work again.
-> I re-enabled them and added to them as a directional Sprinting option(most of this was already set up in the behavior files no damn clue as to why Beth disabled them makes zero sense to me).
-> I enabled people with the "silentroll" perk to be able to roll in any direction and to be able to roll while standing but while standing you can only roll left/right/back.
-> I also created a mage specific Dodge that is a short range teleport that ports you in any direction your currently moving and if not moving if defaults to backward, the forward direction replaces sprint but I think I will correct that as you kinda get used to forward being sprinting.

I am currently trying to enable attacking from the jumping states but that is being a royal pain as the jumping and combat behaviors are completely different
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Anthony Diaz
 
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Post » Wed Jun 20, 2012 12:39 pm

when i check the animations of a character, there's for example "H2H_Equip", when using it in sendanimationevent, nothing happens

while with "SpectatorCheer" the animation is well played

Is it due to state and transition you talked about ?

Where is defined the relationship between animations and transitions ?
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Heather Dawson
 
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Post » Wed Jun 20, 2012 3:55 am

Yes it's a state/transition problem. You need to make sure the character is meeting some "secret" conditions first. Such an example is SprintStart, you need to force MoveStart first. I don't think there are defined relationships between Animation Event's and States/Transitions.
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Harry Hearing
 
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Post » Wed Jun 20, 2012 1:16 am

Thx Moopus,

Conditions ur talking about are those on the animation tree right ?

In my understanding, animations under Acors\Characters\..\LOOSE have no conditions so they are playable with SendAnimationEvent.

I succeeded to play idle events and WeapEquip for example with SendAnimationEvent.

Another Question

is it possible to chain animations visible under the Actor Animation. Example : IdleSalute -> H2H_Equipe -> then fight
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NeverStopThe
 
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Post » Wed Jun 20, 2012 6:52 am

No. Some animation events have special perquisites that must be met. For example, IdleCiceroDance1 has no conditions in the Idle Anims window, even though t will only play if you have no weapon out. Another example is AttackStart, it will only play if the actor is in an alert state(has weapon out).

Well, you could use Wait(). Play an Anim, and then wait, then play another anim.
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His Bella
 
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Post » Wed Jun 20, 2012 8:13 am

Where are defined in CK the states mentionned by SaidenStorm ?
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AnDres MeZa
 
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Post » Wed Jun 20, 2012 5:11 am

Where are defined in CK the states mentionned by SaidenStorm ?
States aren't listed/documented anywhere. You need to open up 0_Master.hkx and somehow read the stuff (unfortunately it's over 2,000 lines of XML).
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Mike Plumley
 
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Post » Wed Jun 20, 2012 4:22 am

@SpookyFx.com
This sequence is working well

Debug.SendAnimationEvent(ref1, "RitualSpellStart")
Utility.Wait(3)
Debug.SendAnimationEvent(ref1, "MLh_SpellReady_event")
Debug.SendAnimationEvent(ref1, "MLH_SpellRelease_event")
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rebecca moody
 
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Post » Wed Jun 20, 2012 4:29 am

Oh! THANKS! But are you saying this will give me the animation of the hands shooting out as if throwing a spell? that is about what I am looking for.
I am trying to fake an Akido throw, in Oblivion I did it with all the CAST MAGIC animations and they looked very good for such a hack.

And why the 3 second WAIT !!!?

If I have to wait that long this will not work. :ermm:


@SpookyFx.com
This sequence is working well

Debug.SendAnimationEvent(ref1, "RitualSpellStart")
Utility.Wait(3)
Debug.SendAnimationEvent(ref1, "MLh_SpellReady_event")
Debug.SendAnimationEvent(ref1, "MLH_SpellRelease_event")
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Jonathan Braz
 
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Joined: Wed Aug 22, 2007 10:29 pm

Post » Wed Jun 20, 2012 5:03 am

In Oblivion we called this Ladder stacking animations (as in up a ladder) and was not needed very often, in fact only for stagger, recoil and playidle (to stop). You had to call stagger first before you could stop a recoil.

Yes it's a state/transition problem. You need to make sure the character is meeting some "secret" conditions first. Such an example is SprintStart, you need to force MoveStart first. I don't think there are defined relationships between Animation Event's and States/Transitions.
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Camden Unglesbee
 
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Post » Wed Jun 20, 2012 1:32 am

So how do I start a specific hkx animation? Looking at the Character menu Anims, I can see "Bow_BlockBash.hkx" which id like to use to simulate the player throwing something... but looking in the Anim menu I dont see a corresponding animation event, just a generic block... how do I add a new event?
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Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Wed Jun 20, 2012 6:31 am

So how do I start a specific hkx animation? Looking at the Character menu Anims, I can see "Bow_BlockBash.hkx" which id like to use to simulate the player throwing something... but looking in the Anim menu I dont see a corresponding animation event, just a generic block... how do I add a new event?

You can't unfortunately. I've requested PlayHavokAnimation() to the SKSE team, but they don't seem to see it's importance as much as me.
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Helen Quill
 
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Post » Wed Jun 20, 2012 2:25 am

I found this thread while looking for an answer on how to stop a looping animation that I've forced upon NPC's with a spell. However I too have looked into the whole attack while airborne and the jump while sprinting issue. I thought perhaps it was hard coded to disable the jump key when you are sprinting. I tried adding a new event, new animation (copy of the reg jump) and nothing would work. Is there a way to test if the engine is even recognizing the jump key being pressed?

I did manage to pull off underwater combat by messing around with the conditions. The only real issues I ended up with is if I sheath underwater, I cannot unsheath my weapon. I assume this is the "draw" behavior? I saw no "is swimming" == 0 condition on the unsheath stuff though. THe other issue is the regular swim animation won't trigger unless you exit the water and reenter with your weapons sheathed. This is a condition I set up, but the engine must only test entering and exiting, it is not testing each frame.
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JaNnatul Naimah
 
Posts: 3455
Joined: Fri Jun 23, 2006 8:33 am

Post » Wed Jun 20, 2012 11:47 am

I found this thread while looking for an answer on how to stop a looping animation that I've forced upon NPC's with a spell. However I too have looked into the whole attack while airborne and the jump while sprinting issue. I thought perhaps it was hard coded to disable the jump key when you are sprinting. I tried adding a new event, new animation (copy of the reg jump) and nothing would work. Is there a way to test if the engine is even recognizing the jump key being pressed?

I did manage to pull off underwater combat by messing around with the conditions. The only real issues I ended up with is if I sheath underwater, I cannot unsheath my weapon. I assume this is the "draw" behavior? I saw no "is swimming" == 0 condition on the unsheath stuff though. THe other issue is the regular swim animation won't trigger unless you exit the water and reenter with your weapons sheathed. This is a condition I set up, but the engine must only test entering and exiting, it is not testing each frame.

All I know is that the jump while sprinting is done with behaviors. I believe SaidenStorm, a member who was good with behaviors/animations, had stated that events need to be "hooked" up in the behavior files. He gave an example where he re-hookedup the dodging events for player use. Normally, the dodge event's will never work, because no behavior file contains it. He said he edited the behavior and allowed it as an addition to the sprint key (when pressed while moving any direction other than forward). How he did this, we'll never know, because he seems to have disappeared.
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Meghan Terry
 
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