Difference between revisions of "SendAnimationEvent - Debug"

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imported>MoopusMaximus
imported>MoopusMaximus
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This bypasses the check on [[ObjectReference Script|ObjectReference]] that prevents sending events to actors. If you use it to send an event to actors, you will most likely mess up the actor permanently as the internal actor data may no longer match their animation state.
This bypasses the check on [[ObjectReference Script|ObjectReference]] that prevents sending events to actors. If you use it to send an event to actors, you will most likely mess up the actor permanently as the internal actor data may no longer match their animation state.


SendAnimationEvent uses "Anim Events" under the Idle Manager, not the ID's.
SendAnimationEvent uses "Anim Events" under the Idle Manager, not the ID's. For example, to make an actor play the animation of attacking left, you must use "AttackStartLeftHand", not LeftHandAttack (it's ID).


== See Also ==
== See Also ==
*[[Debug Script]]
*[[Debug Script]]
*[[PlayAnimation - ObjectReference]]
*[[PlayAnimation - ObjectReference]]

Revision as of 18:59, 19 February 2012

Member of: Debug Script

Sends an animation event to a reference directly.

Syntax

Function SendAnimationEvent(ObjectReference arRef, string asEventName) native global

Parameters

  • arRef: The reference to send the event to.
  • asEventName: The event to send.

Return Value

None

Examples

; Sends the dance event to the bard
Debug.SendAnimationEvent(BardRef, "Dance")

Notes

This bypasses the check on ObjectReference that prevents sending events to actors. If you use it to send an event to actors, you will most likely mess up the actor permanently as the internal actor data may no longer match their animation state.

SendAnimationEvent uses "Anim Events" under the Idle Manager, not the ID's. For example, to make an actor play the animation of attacking left, you must use "AttackStartLeftHand", not LeftHandAttack (it's ID).

See Also