Difference between revisions of "SetActorRefraction"
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imported>Gamall (strange behaviour with savegames) |
imported>Gamall m |
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There seems to be a small glich about this function : if you load any other savegame while you are semi-transparent, you will still be semi-transparent. It's tricky if you use that in a spell effect, because you can't prevent the player from fast-loading their quicksave while the effect is active. As a workaround, one can use this kind of code in a quest script : | There seems to be a small glich about this function : if you load any other savegame while you are semi-transparent, you will still be semi-transparent. It's tricky if you use that in a spell effect, because you can't prevent the player from fast-loading their quicksave while the effect is active. As a workaround, one can use this kind of code in a quest script : | ||
if player.IsSpellTarget thespell== 0 | if player.IsSpellTarget thespell == 0 | ||
player.sar 0 | player.sar 0 | ||
endif | endif |
Revision as of 05:44, 16 July 2006
Syntax:
SetActorRefraction [0.0 - 10.0] sar [0.0 - 10.0]
Example:
SetActorRefraction 3 ; semi-transparent
SAR 0 ; opaque
Sets the actor's refraction value (how transparent they are). Note that this setting will be lost when the actor goes out of high process.
There seems to be a small glich about this function : if you load any other savegame while you are semi-transparent, you will still be semi-transparent. It's tricky if you use that in a spell effect, because you can't prevent the player from fast-loading their quicksave while the effect is active. As a workaround, one can use this kind of code in a quest script :
if player.IsSpellTarget thespell == 0 player.sar 0 endif