Triggering a killmove animation in a script

Post » Thu Jun 21, 2012 7:27 am

I saw a mod on youtube a while back where a guy made some joke spell that when cast on an NPC, their head would fall off.

In an attempt to make alteration more exciting to use in combat, I am making several "physics manipulation" spells, one of which is a damaging ability that would be Alteration's equivalent to a firebolt, a sort of main DPS spell that I intend to be a little like that spell that Harry Potter discovers at some point which simply cuts objects. This ability would have perks to boost the damage, and a perk that gives a chance if it hits an NPC in the head, to decapitate them.

So I got to thinking about how this guy accomplished his spell in the video, and I thought about it for a while. It appeared that when he was close enough to the target, he would actually enter the normal killmove with the target, but would not when he was far away.

I also read that sendanimationevent() actually causes events associated with an animation to occur, such as using the death animation will actually kill the actor or a weapon swing will actually do damage.



So, thinking about this, I concluded that this guy is likely sending the decapitate killmove animation to the target actor. I was wondering if someone could enlighten me as to how to find these animation event names that I could send with this function, or if I am even on the right track.

Thanks for your time.
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Thu Jun 21, 2012 2:43 pm

The mod "Vampiric Thirst" by MsLeches over at the nexus uses powers that cause killmove animations, maybe that could help?
User avatar
marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Thu Jun 21, 2012 7:33 am

Unfortunately the source scripts are not included in that mod, so there is no way to see how he is triggering killmoves there.
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am


Return to V - Skyrim