Scripting help
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10-24-2006, 12:04 AM,
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Scripting help
I'm making a dungeon, and I came up with an idea-- the air inside the cave would be filled with flammable gas, and whenever a fire spell was cast, it would give it a large area effect.
You think that's possible...? hrug:
"It's only wrong if you suck at it."
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10-24-2006, 12:37 AM,
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It may as in
if getplayer.castspell fire or getplayer.castspell Big fire or Ect then stop spell then player.castspell Gas Flame or something like that fire, big fire being spell names you would need to find every fire effect spell and add it to the or getplayercastspell section of the code. btw my code is probibly enterly icorect cswise on spelling and phraseing for the getplayer.castspell part. you do need to make a new spell of fire with a masive area effect though.
Sincerly
Green Cutlass |
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10-24-2006, 12:40 AM,
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Quote:Originally posted by Green @nt1-n00b Ohhhh. Thanks. I didn't think I'd need a new spell actually. :dunce:
"It's only wrong if you suck at it."
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10-24-2006, 12:42 AM,
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yeah the script would be activated on a conditon of
get player nearrefcell or something like that then it would go on as i had put it.
Sincerly
Green Cutlass |
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10-24-2006, 02:51 AM,
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Oooh. Actually I think I found a better idea.
Use the "OnMagicEffectHit" function on a script attached to a gas cloud mesh. That way I don't have to type up aaaaall the spells with fire-like effects, and anything that hits it will make it go BOOM. In theory. I still gotta test it. Another upside to that is that I can choose where the gas clouds can be. Perfeeectt. :] Edit: Hmm. Guess not. I guess for the "OnMagicEffectHit" thing to work, the object it's script is attached to has to have havok/collision. Which gas clouds obviously have neither of.
"It's only wrong if you suck at it."
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10-25-2006, 03:34 AM,
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well you tried now time to do the hard one. if that dosnt work give OBSE a shot it helps loots Ooo i cant wait for the soon comeing of version 0009 with set/modobject codes sweetness.
Sincerly
Green Cutlass |
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10-25-2006, 02:14 PM,
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Actually I already tried your way... I guess there's no "Get" command for the player casting spells.
And neither is there an "If" one. BUT, it seems Bethesda did something similar. Last night I found a "Firegascloud" activator thing, I'm gonna stick it somewhere and shoot it a couple times to see what happens.
"It's only wrong if you suck at it."
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