37 lines
1.5 KiB
Plaintext
37 lines
1.5 KiB
Plaintext
scriptname ObjectUtil Hidden
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;/
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Animation override.
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Here you can replace animations on objects by animation event name.
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Idle Property laughIdle Auto ; "IdleLaugh" here from CK
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SetReplaceAnimation(akTarget, "moveStart", laughIdle)
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No whenever this character tries to move they start laughing instead.
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Animation replace is checked once, that means if you replace moveStart with
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IdleLaugh and IdleLaugh with idleEatingStandingStart then whenever you try to
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move you start laughing and not eating.
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This replacement persists through save games.
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/;
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; Replace animation on object by animation event name. If obj is none then it will replace globally, be careful with this!
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function SetReplaceAnimation(ObjectReference obj, string oldAnimEvent, Idle newAnim) global native
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; Remove a previously set animation replacement.
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bool function RemoveReplaceAnimation(ObjectReference obj, string oldAnimEvent) global native
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; Count how many animation replacements have been set on object.
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int function CountReplaceAnimation(ObjectReference obj) global native
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; Clear all animation replacements on object.
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int function ClearReplaceAnimation(ObjectReference obj) global native
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; Get animation event that is replaced on an object by index (use count function to iterate).
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string function GetKeyReplaceAnimation(ObjectReference obj, int index) global native
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; Get animation that is replacing previous animation on an object.
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Idle function GetValueReplaceAnimation(ObjectReference obj, string oldAnim) global native
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