Background for Starfield
Member of the ObjectReference script
boolfunctionPlaySyncedAnimationAndWaitSS(stringasAnimation1, stringasEvent1, ObjectReferenceakObj2, stringasAnimation2, stringasEvent2)Native

Description

Wiki Description

Plays two animations at once and waits for behavior graph events from each. Note that if the first animation fails to fire, the second animation will still play, and the function will still return success. Also, if the first animation fails to play, it won't listen for the event from the first animation.

Documentation Comment

Play two animations at once - one on this object, one on another object - and wait for both


Parameters

  1. stringasAnimation1

    CK Wiki Description

    The animation to play on this object.

  2. stringasEvent1

    CK Wiki Description

    The behavior graph event to listen for from this object.

  3. ObjectReferenceakObj2

    CK Wiki Description

    The second object to play an animation on.

  4. stringasAnimation2

    CK Wiki Description

    The animation to play on the second object.

  5. stringasEvent2

    CK Wiki Description

    The behavior graph event to listen for from the other object.


Examples

; Have Bob and Jane both play cheering animations at the same time, waiting for "done" from each
Bob.PlaySyncedAnimationAndWaitSS("cheer", "done", Jane, "cheer", "done")

Auto-Generated Example

string myString__asAnimation1
string myString__asEvent1
ObjectReference myObjectReference__akObj2
string myString__asAnimation2
string myString__asEvent2

bool returnedValue = myObjectReference__toCallFunctionOn.PlaySyncedAnimationAndWaitSS(myString__asAnimation1, myString__asEvent1, myObjectReference__akObj2, myString__asAnimation2, myString__asEvent2)

Related Pages


Additional References

View this function’s page on the Fallout 4 Creation Kit Wiki

Some data provided by the Fallout 4 Creation Kit Wiki. Licensed under the Creative Commons Attribution-Share Alike 4.0 license.