Difference between revisions of "SetActorRefraction"
imported>Vswe m (Added Search Terms) |
imported>Saebel (Updated regarding issues with sar 0 returning unexpected results.) |
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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. | 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. | ||
==Known Glitches== | |||
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 : | ||
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endif | endif | ||
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Another glitch is that sometimes using sar 0 does not entirely remove the refraction effect if sar was previously used on the same reference. If that is happening, you may want to consider an OBSE alternative:[[Con_SetTargetRefraction|SetTargetRefraction]]. | |||
[[Category: Functions]] | [[Category: Functions]] |
Latest revision as of 19:32, 2 December 2014
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.
Known Glitches[edit | edit source]
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
Another glitch is that sometimes using sar 0 does not entirely remove the refraction effect if sar was previously used on the same reference. If that is happening, you may want to consider an OBSE alternative:SetTargetRefraction.