Difference between revisions of "Distinguishing Between Physical and Magickal Hits"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>DragoonWraith
(added Useful Code category)
imported>DragoonWraith
m (How to distinguish between weapon and spell hits? moved to Distinguishing Between Physical and Magickal Hits)
(No difference)

Revision as of 20:06, 9 May 2006

Question

I'd like to script behaviour that occurs when an actor is hit by a weapon, but not by a spell.

I have noticed that "Begin OnHit" triggers if an actor is hit by a melee weapon, projectile weapon, or a spell. Is there any way of determining what the actor was hit by? -- Diablerie 12:28, 15 April 2006 (EDT)

Discussion

--Mrflippy 12:45, 15 April 2006 (EDT): You might be able to work something up using OnMagicEffectHit.

Not a bad idea. I managed to get something working:
scriptname WeaponHitScript

short bMagicEffect

begin OnMagicEffectHit
    set bMagicEffect to 1
end

begin OnHit Player
    if (bMagicEffect == 0)
        <do stuff...>
    endif
end

begin GameMode
    set bMagicEffect to 0
end

From what I saw, if the actor is hit by a spell, it will trigger both OnMagicEffectHit and OnHit. I'm not sure if the block ordering in the script makes any difference, but in my experiments, the OnHit block always saw the bMagicEffect variable set in the OnMagicEffectHit block. Hopefully, the GameMode block won't cause a performance hit. -- Diablerie 22:11, 15 April 2006 (EDT)

Solution

I think I've found a more elegant solution:

scriptname WeaponHitScript

begin OnMagicEffectHit
    return
end

begin OnHit Player
    <do stuff...>
end

It looks like the Return command terminates the entire script, and not just the block that it's called from. This can be used to have one trigger override another if they are triggered at the same time. -- Diablerie 23:34, 15 April 2006 (EDT)