GetAnimAction
From GECK
A function included in the GECK for Fallout 3.
Description
GetAnimAction is a script function and condition to see what special animation action an actor is currently doing.
Syntax
(actionIndex:int) Actor.GetAnimAction
Example
if BuddyRef.GetAnimAction == 8
Determines if Buddy is performing the reload animation.
Notes
Return Values:
Index | Action (revised for GECK FO3) |
---|---|
-1 | none |
0 | ANIM_ACTION_EQUIP_WEAPON |
1 | ANIM_ACTION_UNEQUIP_WEAPON |
2 | ANIM_ACTION_ATTACK |
3 | ANIM_ACTION_ATTACK_FOLLOW_THROUGH |
4 | ANIM_ACTION_ATTACK_THROW |
5 | ANIM_ACTION_ATTACK_THROW_ATTACH |
6 | ANIM_ACTION_BLOCK |
7 | ANIM_ACTION_RECOIL |
8 | ANIM_ACTION_RELOAD |
9 | ANIM_ACTION_STAGGER |
10 | ANIM_ACTION_DODGE |
11 | ANIM_ACTION_WAIT_FOR_LOWER_BODY_ANIM |
12 | ANIM_ACTION_WAIT_FOR_SPECIAL_IDLE |
13 | ANIM_ACTION_FORCE_SCRIPT_ANIM |
Index | Action (revised for GECK NV) |
---|---|
-1 | none |
0 | ANIM_ACTION_EQUIP_WEAPON |
1 | ANIM_ACTION_UNEQUIP_WEAPON |
2 | ANIM_ACTION_ATTACK - Firing full auto or doing a melee swing |
3 | ANIM_ACTION_ATTACK_FOLLOW_THROUGH - Returned when firing semi auto |
4 | ANIM_ACTION_ATTACK_THROW - Returned when returning to the static animation after the attack animation was performed. That includes semi-auto recoil, melee after swing, and drawing another throw-able weapon after one was just thrown. |
5 | ANIM_ACTION_ATTACK_THROW_ATTACH - Returned when gearing up to throw |
6 | ANIM_ACTION_??? - Returned when the throwable weapon has left the players hand |
7 | ANIM_ACTION_BLOCK |
8 | ANIM_ACTION_STAGGER - Returned when staggered by an npc that is blocking |
9 | ANIM_ACTION_Reload - Returned when reloading a weapon |
10 | ANIM_ACTION_DODGE |
11 | ANIM_ACTION_WAIT_FOR_LOWER_BODY_ANIM |
12 | ANIM_ACTION_WAIT_FOR_SPECIAL_IDLE |
13 | ANIM_ACTION_FORCE_SCRIPT_ANIM - Returned for pretty much every action not included in the ones above.This includes furniture anim, playidle anims, staggering from crippled limbs, getting up from the ground after getting knocked down, and so on. |
Notes:
- Not all values have been figured out. The NV ones are correct as to the latest info garnered from extensive testing. Values 10-12 may be left overs, 11 is more than likely one for horses(?).