Animation Event List
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| Event Name | Notes |
|---|---|
| weaponFire | The weapon has fired, multiple events for automatic gun fire. |
| jumpUp | A jump animation. |
| weaponDraw | |
| weaponSheathe | |
| sightedStateEnter | Player has entered Iron Sights/Scope. |
| sightedStateExit | Iron Sights/Scope Exit event. |
| reloadStartSlave | Player has begun reloading. |
| reloadComplete | Refills the weapon's loaded ammo. |
| reloadEnd | Stops the reload animation and blends back to idle. |
Events[edit | edit source]
- _BeginIW
- _EndIW
- _EventForSelfTransition
- _ForSelfTransition
- _next
- _null
- _Off
- _On
- _test
- _tick
- 0_frameTransition
- 00NextClip
- 00NextClipLeft
- 00NextClipRight
- 2_KillActor
- 2_KillMoveEnd
- 2_KillMoveStart
- 2_pairedStop
- 2_weapForceEquip
- ActivateAnimObjUnequip
- ActivateIsInFlavor
- activateKellogDoor
- activateStartFromStand
- activateStartNoBlend
- AddCharacterControllerToWorld
- AddRagdollToWorld
- addTurretToInventory
- alertState
- AlertStateStart
- AllowEquip
- AllowRotation
- AmbushEnter
- AmbushExit
- animatedCameraDelta
- animatedCameraEnd
- animationDrivenEnd
- AnimObjDraw
- AnimObjectDraw
- AnimObjectLoad
- AnimObjLoad
- AnimObjUnequip
- AnimObjUnequipAlt
- archetypeChangeEnd
- archetypeRelaxedStateStop
- attackBlendOut
- attackBlendOut1hmShort
- attackBlendOut2hm
- attackEnd
- attackEndSlave
- attackRelease
- attackReleaseCharge
- attackReleaseChargeSlave
- attackReleaseChargingHold
- attackReleaseSlave
- AttackResetInstant
- attackStart
- attackStart_Attack1
- attackStartAuto
- attackStartAutoCharge
- attackStartAutoOver
- attackStartAutoSlave
- attackStartChargeSlave
- attackStartChargingHold
- attackStartChargingHoldSlave
- attackStartDual
- attackStartFiringFromCharge
- attackStartLeft
- attackStartMelee
- attackStartOver
- AttackStartRight
- attackStartSlave
- attackState
- attackState2
- attackStateEnter
- attackStateExit
- attackStop
- AttackStopInstant
- attackWinEnd
- attackWinStart
- backward
- backwardLeft
- bAdjust1stPersonFOV_False
- bAdjust1stPersonFOV_True
- BasePoseEnter
- bBlockPipboyStart
- bBlockPipboyStop
- BeginCastVoice
- BeginMeleeAttack
- BeginWeaponDraw
- BerserkEnter
- BerserkEnter.hkt to WeaponRoot
- BerserkEnterFinish
- BladeDown
- blockEnd
- BlockPOVSwitchStart
- BlockPOVSwitchStop
- blockStart
- blockStartSneak
- blockStop
- blockWinEnd
- blockWinStart
- BodyCameraEnte
- BodyCameraEnter
- BodyCameraExit
- boltChargeStart
- boltChargeStartSlave
- BootUp
- BoundHandsFadeOut
- bRenderFirstPersonInWorld
- BugStart
- CameraHitStart
- CameraHitStop
- CameraMoveStartSlave
- CameraMoveStopSlave
- CameraOverrideStart
- CameraOverrideStop
- CameraReadyStart
- CameraRelaxedStart
- CameraShake
- CameraSneakStart
- CameraSneakStop
- CameraSprintStart
- CameraSprintStop
- CameraZoomIn
- CaptureDirectAtPose_ReadyState
- CaptureDirectAtPose_SneakState
- CarPush
- CBTTransitionInRun
- CBTTransitionInRunBack
- CBTTransitionInRunSneak
- CBTTransitionInWalk
- CBTTransitionInWalkCover
- CBTTransitionInWalkRun
- CBTTransitionInWalkSneak
- CBTTransitionOutRun
- CBTTransitionOutRunBack
- CBTTransitionOutRunSneak
- CBTTransitionOutWalk
- CBTTransitionOutWalkCover
- CBTTransitionOutWalkRun
- CBTTransitionOutWalkSneak
- CharFXBurstA
- CharFXOff
- CharFXOffWild
- CharFXOn
- ChargenSkeletonReset
- chargeRelease
- cigDrag
- cigLight
- cigOff
- cigOn
- ClearDirectAtPose
- Close
- combatStateStart
- combatStateStop
- CoughingEnd
- CoughingStart
- countDownTick
- coverReloadAssembly
- coverVault
- cowerSinglePlay
- cowerStart
- cowerStop
- CullBone
- CullFurnitureBone
- CullWeapons
- CyclicCrossBlend
- CyclicFreeze
- DeactivateAlertStateStart_EDM
- DeactivateIsInFlavor
- DeactivateReadyStateStart_EDM
- DeactivateRelaxedStateStart_EDM
- DeathAnimation
- DeathAnimCryopodSpouse
- DeathAnimFallBackward
- DeathAnimHitLocation
- DeathAnimMelee
- DeathAnimMinigun
- DeathAnimMovingForward
- DeathAnimShotgunChest
- DeathAnimSynth
- DeathPoseStart
- Debug_DynClip
- Debug_DynClipMirrored
- DefaultRefPose
- DesyncInteraction
- DisableBumper
- disableCharacterPitch
- disableCollision
- DisableInjuredWrappingBehavior
- DisableMarker
- DisablePACameraAdd
- dlg_listen
- dlg_negative
- dlg_neutral
- dlg_positive
- dlg_question
- dlg_talk
- dodgeAvoidLeft
- dodgeAvoidLeft_Alt1
- dodgeAvoidRight
- dodgeAvoidRight_Alt1
- dodgeBack
- dodgeCover
- dodgeEnd
- dodgeLeft
- dodgeLeft_Alt1
- dodgeRight
- DoNotInterrupt
- drinkEnd
- drinkStart
- dualAttackRelease
- dyn_Activation
- dyn_ActivationAllowMovement
- dyn_ActivationCullWeapons
- dyn_ActivationLoop
- dyn_ActivationNoTransition
- dyn_combatidle
- dyn_DoNotInterrupt
- dyn_Flavor
- dyn_FlavorLooping
- dyn_IdleWithinWeapon
- dyn_NoInterrupt_Manual
- dyn_ProcessAll_idle
- dyn_Talk
- dyn_talkGeneric
- DynamicAnimationExit
- DynamicPathingIdle
- DynamicRefPose
- EarlyExit
- EjectShellCasing
- EnableAttackReady
- EnableBumper
- enableCharacterPitch
- enableCollision
- EnableHeadTracking
- EnableInjuredWrappingBehavior
- EnableLeftHandIK
- EnablePACameraAdd
- EndAnimatedCamera
- EndMeleeAttack
- enterCover
- enterCoverEnd
- enterCoverLeft
- enterCoverLeftCutCycle
- enterCoverPartial
- enterCoverRight
- enterCoverRightCutCycle
- enterCoverRightRunning
- enterCoverRightRunningAR
- enterCoverSneak
- enterCoverSprint
- enterCoverStanding
- enterCoverStandingLeft
- enterCoverStandingRight
- EnterFullyRagdoll
- Equip_to_Idle
- EquipHelmet
- EssentialDownExit
- EssentialDownStart
- Event00
- Event116
- Event120
- exhale
- exitCover
- exitDynamicAnim
- exitDynamicAnimation
- ExitDynamicTalk
- ExitOnMoveStart
- exitTest
- ExitToStand
- Extend
- FaceEmotion
- FemaleAtMirror
- fillingRed
- Fire
- fireSingle
- fireSubsequentFail
- fireSubsequentOK
- FlailDeathAnim
- Flavor1
- FootBack
- FootDown
- FootFront
- FootIKDisable
- FootIKEnable
- FootLeft
- FootLeft
- FootRight
- FootRight
- FootSprintLeft
- FootSprintRight
- FootUp
- forward
- forwardLeft
- forwardRight
- furnitureDeath
- FurnitureDoneEating
- FurnitureDoneReading
- furnitureEnter
- furnitureEnterSlave
- furnitureEnterSlavePA
- furnitureExit
- furnitureExitSlave
- furnitureFlavor1Slave
- furnitureIdleFlavor1Slave
- furnitureIdleFlavor2Slave
- furnitureIdleFlavorSlave
- furnitureIdleSlave
- furnitureIdleSlavePA
- FurnitureNextClip
- FurnitureOff
- FurnitureOn
- FurnitureTalkingToEatIdles
- g_archetypeBaseStateStart
- g_archetypeBaseStateStartInstant
- g_archetypeChange
- g_archetypeDialogueStateStart
- g_archetypeRelaxedStateStart
- g_archetypeRelaxedStateStartInstant
- g_drinkFountainStart
- g_drinkStart
- g_EssentialDown_MT
- g_EssentialDownInstant_MT
- g_EssentialDownInstant_Weapon
- g_fromAnimationDriven
- g_IdleSitInstant
- g_IdleSitting
- g_jumpStartFromSprint
- g_MotorcycleWeaponStart
- g_SwimStart
- g_SwimStart_MT
- g_SwimStart_MT_Instant
- g_SwimStart_MT_PA
- g_SwimStart_MT_PA_Instant
- g_SwimStart_PA
- g_SwimStart_PA_Instant
- g_SwimStartInstant
- g_weapForceEquipInstant
- GantryExit01
- GetUpBegin
- GetUpStart
- grenadeThrowStart
- grenadeThrowStartOver
- grenadeThrowStartOverLow
- GroundPunch01
- GroundPunch02
- GroundPunch03
- gunDownState
- gunDownStateEnter
- gunDownStateExit
- HandFXClose
- HandFXCloseLeft
- HandFXCloseRight
- HandFXOpen
- HandFXOpenLeft
- HandFXOpenRight
- HeadExplode
- HeadTrackingOff
- HeadTrackingOn
- hitFlinchStart
- hitFlinchStop
- HitFrame
- hitLegsCritical
- hitLegsCriticalEnd
- hitLegsCriticalStop
- hitReactionLegsCriticalStop
- hitReactionStart
- hitReactionStop
- Idle
- idleBedGetUp
- idleBedSleeping
- idleChairGetUp
- idlechairsitting
- idleChairSittingNoPerspectiveSwitch
- idleEatStart
- IdleFaceGenCam
- idleFaceGenStop
- IdleFlavor
- IdleLookAround
- idleLoopingExit
- idleLoopingStart
- idleReadingStart
- idleReadingStop
- idleReturnToDefault
- idleStop
- idleStopEating
- idleTalkAndUseItem
- iModOff
- iModOn
- iModStop
- ImpactLand
- initiateEnd
- initiateEndCharge
- initiateStart
- initiateStartCharge
- initiateStartCombo
- InitiateStartLeft
- InitiateStartRight
- InjuredDownBoltChargeStart
- InjuredDownReloadStart
- InstantExitClip
- instantTransition
- jetpackStart
- Jog
- JumpDirectionalStart
- JumpDown
- jumpEnd
- jumpEndToRun
- jumpFall
- JumpFallDirectional
- jumpFallFullbody
- JumpFastEnd
- JumpFullBody
- jumpImpactLand
- jumpImpactLandToRun
- jumpLand
- JumpLandDirectional
- jumpLandSoft
- jumpLandToRun
- jumpLandToWalk
- JumpLayerOff
- JumpLayerOn
- JumpLayerUpperBodyOff
- JumpLayerUpperBodyOn
- jumpMovingFall
- JumpPartialBody
- jumpRunningFall
- JumpSoftEnd
- JumpStandingEnd
- JumpStandingStart
- jumpStart
- jumpStartFromRun
- jumpStartFromWalk
- jumpStartFullbody
- jumpStateEnter
- jumpStateExit
- JumpUp
- jumpWalkFall
- KillActor
- KillMoveDeathclawRaiderPickUpSlam
- KillMoveDeathclawRaiderStabRip
- KillMoveDeathclawRaiderStabThrow
- KillMoveEnd
- KillMoveFeralGhoulBiteNPC
- KillMoveStart
- killMoveStartStomp
- KnockDown
- LayerOff_CameraNoise
- LayerOn_CameraNoise
- left
- leftBackward
- LeftHandIKActivate
- LeftHandIKDeactivate
- leftTransitionAnimation
- LegsHeal
- LoopCounter
- LoopingActivate
- MaleAtMirror
- matOff
- matOn
- matStrike
- meleeattackBackStart
- meleeAttackBashStart
- meleeAttackBayonet
- meleeattackBehindStart
- meleeattackForwardStart
- meleeAttackGun
- meleeAttackGunSynth
- meleeattackLeftStart
- meleeattackParalyzingStart
- meleeattackPowerBackStart
- meleeAttackPowerForwardShortStart
- meleeAttackPowerForwardStart
- meleeAttackPowerGun
- meleeattackPowerLeftStart
- meleeattackPowerRightStart
- meleeattackPowerSneakStart
- meleeattackPowerStart
- meleeattackRightStart
- meleeAttackRipperSneakStart
- meleeAttackRipperStart
- meleeAttackShredder
- meleeattackSneakStart
- meleeattackSprintStart
- meleeattackStart
- meleeattackStartPower
- meleeAttackStartStagger
- MeleeBaseState to BerserkEnter.hkt
- mineThrowEndSlave
- mineThrowStart
- mineThrowStartSlave
- moveBackward
- moveBackwardLeft
- moveBackwardRight
- moveForward
- moveForwardLeft
- moveForwardRight
- moveStart
- moveStartAnimated
- moveStartBackward
- moveStartForward
- moveStartFromExit
- moveStartLeft
- moveStartLeftRunning
- moveStartRight
- moveStartRightRunning
- moveStartSlave
- moveStop
- MoveStopFromJog
- MoveStopFromRun
- MoveStopFromWalk
- moveStopSlave
- MT_staggerBackLarge
- MT_staggerBackMedium
- MT_staggerBackSmall
- MT_staggerForwardMedium
- MT_staggerForwardSmall
- MT_staggerLeftMedium
- MT_staggerRightMedium
- MTDynamicPathingIdle
- MTDynamicPathingIdleForceAnimDriven
- MTDynamicPathingNonSyncedIdle
- MTState
- muzzleFlash
- NifExit
- Off
- On
- Open
- OverrideLowerBodyFadeIn
- OverrideLowerBodyFadeOut
- pa_BloodbugHumanSyphon3rdtP_HumanLead
- pa_DeathclawPAGrabThrow_Victim
- pa_DeathclawPAPushDownSwipe3rdPVictim
- pa_KillMoveDeathclawRaiderPickUpSlam
- pa_KillMoveDeathclawRaiderStabRip
- pa_KillMoveDeathclawRaiderStabThrow
- pa_KillMoveFeralGhoulBiteNPC
- pa_MHunterStrike3rdP01_Victim
- pa_MirelurkKill3rdP_Human
- pa_PairedBlockPunchCounter
- pa_PairedBlockPunchCounterVictim
- pa_PairedBrahminHumanPet
- pa_PairedCowTipping
- pa_PairedDeathclawRaiderGrabHeadThrow
- pa_PairedDogmeatBiteHumanLeg
- pa_PairedDogmeatBiteHumanLeg1
- pa_PairedDogmeatBiteHumanLeg2
- pa_PairedDogmeatBiteHumanMoving
- pa_PairedDogmeatBiteHumanStanding
- pa_PairedDogmeatHumanGreetHand
- pa_PairedDogmeatHumanGreetPet
- pa_PairedDogmeatHumanGreetPetKneel
- pa_PairedDogmeatHumanInspectObject
- pa_PairedDogmeatKillHumanStanding
- pa_PairedDuckHookCounter
- pa_PairedDuckHookCounterVictim
- pa_PairedFeralGhoulBiteNPCNeckVictim
- pa_PairedFEVHoundHumanKill3rdP
- pa_PairedFrontBodySlam
- pa_PairedFrontBodySlamVictim
- pa_PairedFrontPushKick
- pa_PairedFrontPushKickVictim
- pa_PairedGrabPunchSwingThrow
- pa_PairedGrabPunchSwingThrowVictim
- pa_PairedH2HJabJabCross
- pa_PairedH2HJabJabCrossVictim
- pa_PairedH2HLegKick
- pa_PairedH2HLegKickVictim
- pa_PairedKentHeadButtsShinjin
- pa_PairedKentHeadButtsShinjinVictim
- pa_PairedKill1HMBlunt2Hits
- pa_PairedKill1HMBlunt2HitsVictim
- pa_PairedKill1HMRipperSlice
- pa_PairedKill1HMRipperSliceVictim
- pa_PairedKill1HMRipperStabStomach
- pa_PairedKill1HMRipperStabStomachVictim
- pa_PairedKill1hmShortShank
- pa_PairedKill1hmShortShank_Victim
- pa_PairedKill1HMSlashKneeAndNeck
- pa_PairedKill1HMSlashKneeAndNeckVictim
- pa_PairedKill1HMSneakBluntSwing
- pa_PairedKill1HMSneakBluntSwingVictim
- pa_PairedKill1HMSneakStabNeck
- pa_PairedKill1HMSneakStabNeckVictim
- pa_PairedKill1HMSneakStabSide
- pa_PairedKill1HMSneakStabSideVictim
- pa_PairedKill1HMStabNeck
- pa_PairedKill1HMStabNeckVictim
- pa_PairedKill1HMStabStomachForward
- pa_PairedKill1HMStabStomachForwardVictim
- pa_PairedKill1hmThroatSlash
- pa_PairedKill1hmThroatSlashVictim
- pa_PairedKill1stP1hmThroatSlashVictim
- pa_PairedKill2HMBashKneeAndHead
- pa_PairedKill2HMBashKneeAndHeadVictim
- pa_PairedKill2HMBashSideOfBody
- pa_PairedKill2HMBashSideOfBodyVictim
- pa_PairedKill2HMLegSwingKill
- pa_PairedKill2HMLegSwingKillVictim
- pa_PairedKill2hmOverhead
- pa_PairedKill2hmOverheadVictim
- pa_PairedKill2HMStabForward
- pa_PairedKill2HMStabForwardVictim
- pa_PairedKill2HMStabUp
- pa_PairedKill2HMStabUpVictim
- pa_PairedKill2HMSwingKill
- pa_PairedKill2HMSwingKillVictim
- pa_PairedKillAssaultronLiftHeadLaser_Victim
- pa_PairedKillAssaultronLiftStab_Victim
- pa_PairedKillAssaultronTakeDownHeadLaser_Victim
- pa_PairedKillAssaultronTakeDownStab_Victim
- pa_PairedKillDeathclawGauntletStabStomach
- pa_PairedKillDeathclawGauntletStabStomachVictim
- pa_PairedKillDeathclawGauntletUppercut
- pa_PairedKillDeathclawGauntletUppercutVictim
- pa_PairedKillDLC01WeaponKill01
- pa_PairedKillDLC01WeaponKill01Victim
- pa_PairedKillH2H3Hits
- pa_PairedKillH2H3HitsVictim
- pa_PairedKillH2HEvadeJabCrossCounter
- pa_PairedKillH2HEvadeJabCrossCounterVictim
- pa_PairedKillH2HFrontChoke
- pa_PairedKillH2HFrontChokeVictim
- pa_PairedKillH2HJudoThrowNeckBreak
- pa_PairedKillH2HJudoThrowNeckBreakVictim
- pa_PairedKillH2HKneeSmash
- pa_PairedKillH2HKneeSmashVictim
- pa_PairedKillH2HNeckBreakFromBehind
- pa_PairedKillH2HNeckBreakFromBehindVictim
- pa_PairedKillH2HPickUpHeadStomp
- pa_PairedKillH2HPickUpHeadStompVictim
- pa_PairedKillH2HSlideTackle
- pa_PairedKillH2HSlideTackleVictim
- pa_PairedKillH2HSlipCrossCounter
- pa_PairedKillH2HSlipCrossCounterVictim
- pa_PairedKillH2HSuperMan
- pa_PairedKillH2HSuperManVictim
- pa_PairedKillH2HSuplex
- pa_PairedKillH2HUpperCut
- pa_PairedKillH2HUpperCutVictim
- pa_PairedKillMacheteAttacker01
- pa_PairedKillMacheteVictim01
- pa_PairedKillMove1hmHumanAttacker01
- pa_PairedKillMove1hmHumanVictim01
- pa_PairedKillMove1hmShortHumanAttacker01
- pa_PairedKillMove1hmShortHumanVictim01
- pa_PairedKillMove2hmHumanAttacker01
- pa_PairedKillMove2hmHumanVictim01
- pa_PairedKillMoveGoodNeighborAttacker01
- pa_PairedKillMoveGoodNeighborVictim01
- pa_PairedKillMQ302DanseDeath
- pa_PairedKillMQ302DanseDeathVictim
- pa_PairedKillPistolBash
- pa_PairedKillPistolBashVictim
- pa_PairedKillPowerFistPunch
- pa_PairedKillPowerFistPunchVictim
- pa_PairedKillSneakPistolHit
- pa_PairedKillSneakPistolHitVictim
- pa_PairedKillSneakRifleHit
- pa_PairedKillSneakRifleHitVictim
- pa_PairedKillTacklePunchToDeath
- pa_PairedKillTacklePunchToDeathVictim
- pa_PairedLegPullTakeDown
- pa_PairedLegPullTakeDownVictim
- pa_PairedMS13PaulFight
- pa_PairedMS13PaulFightVictim
- pa_PairedNPCBodySlam
- pa_PairedNPCBodySlamVictim
- pa_PairedPowerArmor1HM_Victim
- pa_PairedPowerArmorForwardPowerPunch_Victim
- pa_PairedPushFromFront
- pa_PairedPushFromFrontVictim
- pa_PairedRifleBayonetteStab
- pa_PairedRifleBayonetteStabVictim
- pa_PairedRifleGunButt
- pa_PairedRifleGunButtVictim
- pa_PairedTacklePunch
- pa_PairedTacklePunchVictim
- pa_PairedTrailerDogmeatGreetPlayer
- pa_PairedTrailerDogmeatPlayerCloseUp
- pa_PairedUpperCutCounterPunch
- pa_PairedUpperCutCounterPunchVictim
- pa_PairedYaoGuaiKillHumanStanding
- pa_RadscorpionStrike3rdP_Human
- pa_RadscorpionStrike3rdP_HumanLead
- pa_RadstagHumanGore3rdP
- pa_VictimPairedKillH2HSuplex
- PairedAttackDialogueHandler
- PairedBlockPunchCounter
- PairedBrahminHumanPet
- PairedDogmeatHumanGreetPetKneel
- PairedDogmeatHumanInspectObject
- PairedDuckHookCounter
- PairedEnd
- PairedFEVHoundHumanAttack3rdP
- PairedFEVHoundHumanKill3rdP
- PairedFrontBodySlam
- PairedFrontPushKick
- PairedGrabPunchSwingThrow
- PairedKill1HMSlashKneeAndNeck
- PairedKill2HMBashKneeAndHead
- PairedKillMoveShinjinShootsKentLead
- PairedKillMoveShinjinShootsKentVictim
- PairedKillTacklePunchToDeath
- PairedLegPullTakeDown
- PairedNPCBodySlam_Lead
- PairedNPCBodySlam_Victim
- PairedPushFromFront
- PairedState to WeaponRoot
- pairedStop
- PairedUpperCutCounterPunch
- PairEnd
- PAjumpEnd
- PAjumpFall
- PAjumpStart
- PAMoveStart
- PAMoveStop
- panicStart
- PASprintStart
- PASprintStop
- PathTweenerEnd
- PathTweenerRotateEnd
- PathTweenerRotateStart
- PathTweenerStart
- PATurn
- PATurnStop
- PCapEnter
- PCapExit
- PerformActivation
- PerkCannibalFeed
- PerkSandmanKill
- PickNewIdle
- PickUp
- PickUpDone
- PickUpHigh
- PickUpLow
- pipboyClamp
- PipboyDustWipe
- pipboyIdleRoot
- pipboyLightOff
- pipboyLightOn
- pipboyVaultConsole
- Play01
- Play02
- PlayerTerminalEnter
- PlayerTerminalExit
- PlayFlavorSequence
- Pose_to_PoseA
- Pose_to_PoseB
- Pose_to_PoseC
- Pose_to_PoseD
- Pose_to_PoseE
- Pose_to_PoseF
- PoseA_to_PoseB
- PoseB_to_PoseA
- PostureBackward
- PostureForward
- PostureLeft
- PostureRight
- PowerArmorHardLanding
- preHitFrame
- QuickExitToStand
- QuickExitToStandLeft
- QuickExitToStandRight
- QuickExitTriggerStart
- RadscorpionStrike3rdP_HumanLead
- Ragdoll
- RagdollAndGetUp
- RagdollInstant
- raiderHandIKTest
- raiderHandIKTestMirrored
- RandomClipStart
- readyState
- readyStateEnter
- readyStateExit
- ReadyStateStart
- Reanimated
- recoil
- Recoil01
- recoilExit
- recoilStop
- ReevaluateGraphState
- relaxedState
- RelaxedStateEnter
- RelaxedStateExit
- RelaxedStateStart
- reloadComplete
- reloadEnd
- reloadEndSlave
- reloadStart
- reloadStartSlave
- reloadStartSlaveLoop
- reloadState
- reloadStateEnter
- reloadStateExit
- RemoveCharacterControllerFromWorld
- removingTurret
- RenderFirstPersonInWorldStart
- RenderFirstPersonInWorldStop
- reset
- RESET_GRAPH
- Retract
- ReturnToDefault
- RifleRunForward
- RifleRunLeft
- RifleRunRight
- rifleSightedEnd
- rifleSightedStart
- rifleSightedStartOver
- rifleSightedStartOverLow
- RifleStartSighted
- right
- rightBackward
- rightTransitionAnimation
- Run
- runbackstart
- runForwardStart
- runStart
- runStartLeft
- runStartRear
- runStartRight
- SandManKill
- ShotgunChestAnim
- shuffleBackward
- shuffleBackward_Alt1
- shuffleBackwardLeft
- shuffleBackwardRight
- shuffleBlendOut
- shuffleEnd
- shuffleForward
- shuffleForward_Alt1
- shuffleForwardLeft
- shuffleForwardRight
- shuffleForwardRight_Alt1
- shuffleLeft
- shuffleRight
- shuffleRight_Alt1
- sightedMirroredClip
- sightedMirroredMod
- sightedNormal
- sightedState
- sightedStateEnter
- sightedStateExit
- sightedTwoMods
- sitStartFromStand
- sitStartFromStandCombat
- sitStartFromStandInstant
- sitStartFrontFromWalk
- sitStartLeftFromStand
- sitStartLeftFromWalk
- sitStartRearFromWalk
- sitStartRightFromStand
- sitStartRightFromWalk
- sitStop
- slaveEnd
- SnapToDirectAtTarget
- SnapToLookAtTarget
- SneakBlockLayerFadeOut
- sneakRunStart
- SneakRunState_to_SneakWalkState
- sneakRuntoWalk
- sneakStart
- sneakState
- sneakStateEnter
- sneakStateExit
- sneakStop
- sneakUnequip
- sneakVault64
- sneakWalkStart
- SneakWalkState_to_SneakRunState
- sneakWalktoRun
- SoundAnimationEnd
- SoundPlay
- SoundPlayAt
- SoundStop
- sprintStart
- sprintStartPainTrain
- SprintStateEnter
- SprintStateExit
- sprintStop
- sprintToSneak
- Stage01
- Stage02
- Stage03
- Stage04
- Stage05
- Stage06
- Stage07
- Stage08
- Stage09
- Stage10
- Stage11
- Stage12
- Stage13
- Stage14
- Stage15
- Stage16
- Stage17
- Stage18
- Stage19
- Stage20
- staggerBackLarge
- staggerBackMedium
- staggerBackMediumBlend
- staggerBackSmall
- staggerBackSmallBlend
- staggerBlended
- staggerBlendTransition
- staggerExit
- StaggerExitAnimationDriven
- staggerForwardLarge
- staggerForwardMedium
- staggerForwardSmall
- staggerStart
- staggerStop
- standStart
- standStartCombat
- standStartDelayedExit
- standStartFromExit
- standStartLeft
- standStartLeft_Delayed
- standStartRight
- standStartRight_Delayed
- startAllowRotation
- StartAnimatedCamera
- StartAnimatedCameraDelta
- startAnimationDriven
- startFloating
- StartMotionDriven
- startSwanExit
- startSwanSplashOut
- startSyncIdle00
- startSyncIdle01
- startUpwardDrift
- StartVoice
- Stop
- StopAnimatedCamera
- stopFloating
- StumbleBackwardDeath
- stumbleStart
- stumbleStop
- swimDrinkStart
- SwimStart
- SwimStop
- SyncCycleEnd
- SyncDeferDeath
- syncIdleStart
- syncIdleStop
- SyncLeft
- SyncLeft
- SyncRight
- SyncRight
- SynthShutDown
- Talk01
- Talk02
- Talk03
- Talk04
- Talk05
- Talk06
- Talk07
- Talk08
- Talk09
- Talk10
- Talk11
- Talk12
- Talk13
- Talk14
- Talk15
- TeleportLandingStart
- test
- testBigBoy
- testCam
- testDrink
- testEnd
- testOff
- testOn
- testStart
- throwEnd
- throwEndSlave
- throwStartSlave
- thrustStartEnd
- to BerserkEnter.hkt
- to_IdleLoop
- to_PoseA
- to_PoseB
- to_PoseE
- To_TurretAimWithCameraNoise
- ToggleFurnitureCamera
- Trans_to_Idle
- Trans_to_SneakIdle
- transMoveStart
- transMoveStop
- triggerEnd
- triggerStart
- TurnClockwise
- TurnCounterClockwise
- TurnLeft
- TurnLeft180
- TurnLeftFast
- TurnLeftSlow
- TurnOnPathingInterruptible
- TurnRight
- TurnRightFast
- TurnRightSlow
- TurnStop
- turretRemove
- TwistLeft
- TwistRight
- UncullBone
- UncullFurnitureBone
- UncullWeapons
- unEquip
- unEquipRelaxed
- UseStealthBoy
- UseStimpak
- vatsChargeUp
- vatsChargeUpSlave
- vatsForceDefault
- vatsSpinningStart
- vatsSpinningStartSlave
- vatsSpinningState
- vaultEnd
- Walk
- walkRunBlendStart
- walkStart
- walkStartForward
- walkStartLeft
- walkStartRear
- walkStartRight
- wallOffsetEnd
- wallOffsetStart
- weapEquip
- weapForceEquip
- weaponAssemblyFull
- weaponAssemblyPartial
- weaponAttach
- weaponDetach
- weaponDraw
- weaponDynamicIdle
- WeaponDynamicPathingIdle
- WeaponDynamicPathingIdleForceAnimDriven
- WeaponDynamicPathingIdleLowerBody
- weaponFire
- weaponFireEffect
- weaponIdle
- WeaponRagdoll
- weaponSheathe
- weaponSwing
- weapSneakEquip
- weapUnequip
- winEnd
- winStart
- WPNAssemblyLeft
- WPNDeathAnimHitLocation
- WPNDeathAnimMelee
- WPNShotgunChestAnim
- WPNStumbleBackwardDeath
- WPNUnarmedDrawPowerArmor
- WPNUnarmedSheathePowerArmor
Animation Variables[edit | edit source]
This section describes the behavior graph's animation variables.
Boolean Variables[edit | edit source]
Boolean variables for use with GetAnimationVariableBool and SetAnimationVariableBool.
- bMotionDriven ; Sets the actor into a motion driven state. Meaning his AI determines his actions.
- IsBeastRace
- IsSneaking
- IsBleedingOut
- IsCastingDual
- Is1HM
- IsCastingRight
- IsCastingLeft
- IsBlockHit
- IsPlayer
- IsNPC
- bIsSynced ; Returns true in certain animations such as when mounting or unmounting a horse or when standing up from a chair.
- bVoiceReady ; Sets whether the actor can shout. Could possibly be used to cause insta-cool down for actors.
- IsShouting ; Returns true if the actor is shouting.
- bWantCastLeft
- bWantCastRight
- bWantCastVoice
- b1HM_MLh_attack
- b1HMCombat
- bAnimationDriven ; Sets the actor into an animation driven state, meaning animations like "SprintStart" will actually move him, not moonwalk him.
- bCastReady
- bAllowRotation ; Allows the actor to rotate or not.
- bMagicDraw ; Causes the actor to draw his magic out.*
- bMLh_Ready ; Equip magic in the left hand.*
- bMRh_Ready ; Equip Magic in right hand.*
- bInMoveState ; Returns TRUE if weapons/unarmed/shield (but not magic in either or both hands) are drawn, and actor is walking/sprinting.
- bSprintOK ; Sets whether the actor can sprint.
- bIdlePlaying ;Plays a random Idle.*
- bIsDialogueExpressive ;Sets if actors dialogue is expressive. *
- bAnimObjectLoaded ;Sets whether the anim object is loaded. *
- bEquipUnequip ;I'm unsure about this. *
- bAttached ;No Idea. *
- bEquipOK ; Sets whether equipping is allowed.
- bIsH2HSolo ;Not sure.
- bHeadTracking ;Doesn't really set head tracking. It really allows whether an actor can turn to face you. This causes actors talking over their shoulders.
- bIsRiding ; Sets the actor into riding. *
- bTalkable ;Whether the actor is able to be talked to.
- bRitualSpellActive ; Sets a ritual spell active. *
- bInJumpState ; Sets the actor in a jump state.
- bHeadTrackSpine ; No Idea. *
- bLeftHandAttack ; Sets the actor to attack left. *
- bIsInMT ; Sets whether the actor is in a movement type.
- bHumanoidFootIKEnable ; Enables foot-to-ground sync.
- bHumanoidFootIKDisable ; Disables foot-to-ground sync.
- bStaggerPlayerOverride
- bNoStagger ;Sets whether the actor can stagger.
- bIsStaffLeftCasting
- bPerkShieldCharge ;Gives the actor the ability to shield charge.
- bPerkQuickShot ;Gives the actor the quick shot perk.
- IsAttacking ;Checks to see if this actor is currently attacking.
- Isblocking ;Checks to see if this actor is currently blocking.
- IsBashing ;Checks to see if this actor is currently bashing.
- IsStaggering ;Checks to see if this actor is currently staggering.
- IsRecoiling ;Checks to see if this actor is currently recoiling.
- IsEquipping ;Checks to see if this actor is currently equipping motion.
- IsUnequipping ;Checks to see if this actor is currently unequipping motion.
Integer Variables[edit | edit source]
Integer variables for use with GetAnimationVariableInt and SetAnimationVariableInt.
- iSyncIdleLocomotion
- IsAttackReady_32
- iRightHandType
- iWantBlock
- iAnnotation
- iSyncTurnState
- i1stPerson
- iLeftHandType
- iState
- iState_NPCSprinting ;Sets actor in a sprint state.
- iState_NPCDefault ;Unknown. *
- iState_NPCSneaking ;Sets actor in a sneak state.*
- iState_NPCBowDrawn :Sets actor in a bow drawn state. *
- iDualMagicState ;Sets actor in a dual magic state.*
- iState_NPCBlocking ;Sets actor in a block state.*
- iState_NPCBleedout ;Sets bleedout state.*
- iBlockState ; Possible copy of "iState_NPCBlocking ". *
- iSyncSprintState ;Unknown. *
- iIsInSneak ;Possible copy of "iState_NPCSneaking". *
- iMagicEquipped ;Equips magic.
- iEquippedItemState
- iMagicState
- iIsDialogueExpressive
- iSyncIdleState
- iState_NPC1HM
- iState_NPC2HM
- iState_NPCBow
- iState_NPCMagic
- iState_NPCMagicCasting
- iState_NPCHorse
- iState_HorseSprint
- iCharacterSelector
- iCombatStance
- iSyncTurnDirection
- iRegularAttack
- iRightHandEquipped ;Equips Right hand.
- iLeftHandEquipped ;Equips left hand.
- iIsPlayer
- iGetUpType
- iState_NPCAttacking
- iState_NPCPowerAttacking
- iState_NPCAttacking2H
- iDrunkVariable
- iState_NPCDrunk ;Sets actor in a drunk state.
- iTempSwitch
- iState_NPCBowDrawnQuickShot
- iState_NPCBlockingShieldCharge
Floating Point Variables[edit | edit source]
Floating point variables for use with GetAnimationVariableFloat and SetAnimationVariableFloat.
- Speed
- VelocityZ
- camerafromx
- camerafromy
- camerafromz
- FemaleOffset
- bodyMorphWeight
- IsInCastState
- IsInCastStateDamped
- blockDown
- blockLeft
- blockRight
- blockUp
- Direction
- TurnDelta
- SpeedWalk
- SpeedRun
- fSpeedMin
- fEquipWeapAdj
- fIdleTimer
- fMinSpeed
- fTwistDirection
- TurnDeltaDamped
- TurnMin
- Pitch
- PitchLook
- attackPowerStartTime
- PitchDefault
- PitchOverride
- staggerMagnitude
- recoilMagnitude
- SpeedSampled
- attackComboStartFraction
- attackIntroLength
- TimeDelta
- PitchOffset
- PitchAcc
- PitchThresh
- weapChangeStartFraction
- RotMax
- 1stPRot
- 1stPRotDamped
- PitchManualOverride
- SpeedAcc
Unknown Variables[edit | edit source]
The use and purpose of these graph variables is unknown.
- AdditiveHeadTransl ;VARIABLE_TYPE_VECTOR4
- AdditiveHeadScale ;VARIABLE_TYPE_VECTOR4
- AdditiveHeadRot ;VARIABLE_TYPE_QUATERNION