Difference between revisions of "SetActorRefraction"

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imported>Gamall
(strange behaviour with savegames)
imported>Gamall
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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