Talk:Casting Spells From An Activator

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Revision as of 10:13, 16 October 2006 by imported>Scruggs
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Thankyou for fixing it. I am still working out how to use a wiki. Now i know I can type here. ;)

Improvements

So from the example to stop the spell from hitting the player, I am guessing it would be fairly easy to add an extra piece of code to force the weapon to only attack enemys.

I have seen a mod somewhere which changes the detect life effect to show a different color based on the enemys intent towards killing you. I guess that means theres a command which would allow you to make it only hit npcs or creatures that are activly trying to get you.

If you made these changes than it would not matter if the spell does not force combat because the enemy is already in combat with you. You could even change the name of the spell to reflect the fact that it only harms those that would harm you.

I am still learning the scripting language and don't know how to do it yet, but if I figure it out i'll update the tutorial.

I love oblivion!

Please sign your comments as well, either the second from the last editing button (reading from the left to the right) or four ~'s. Welcome to the Wiki. I actually did some work for the Detect hostility spell, and if I recall, most of what it does it just check for IsInCombat Player (though I think it does some faction checking too). Yes you could set it to only attack those around the player who are currently enemies/attacking the player. However, I think the author's original intent is that the spell is a last resort spell you only use if you are really really, in bad shape. Of course if you're in a mine or dungeon alone, you would like to hit everyone even those not attacking you. That isn't to say that you can't take this spell and modify it to be what you want it to be, but it always pays to think about game balance.--Tegid 11:20, 18 May 2006 (EDT)

Thanks for the advice. Should I also put a sig if i make any changes to a wiki page? or just in the discussions? Decoup 01:44, 19 May 2006 (EDT)

Generally we don't sign changes to Wiki article changes themselves. Certain pages we do (The Wish List and Questions), but normally it's just the Discussion pages. --Tegid 08:12, 19 May 2006 (EDT)

Why does the first activator have to be in the air

The activator that is created when you cast the spell is moved up 200 in the air.
I have a few questions about this step...
Why?
How far up in feet is the movement of 200? Is it 200foot?
If you move the object up 200 foot and cast an area effect of 200 foot, how does the spell manage to hit anyone?
Why can't I force my character to cast the target spell on myself instead of the activator casting it on itself?
Whats the difference? eg player.cast tutcalllightningspellscript player
Decoup 02:02, 20 May 2006 (EDT)


A unit is about 1/20th of a foot, so 200 units is about 10 feet. The reason for this is because the Activator is created basically at your feet, but really AT your feel, not just near them. So we just move it to above the caster's head by habit at this point, it doesn't REALLY matter in this case, but moving it off the ground WILL ensure that the spell won't hit the ground by mistake instead of the player. Since the AOE is from where it hits (it's a target spell on the Player) then it is the Area around the player, not the activator, and MrFlippy contends that AOE distance is not the same as regular distance units. I am not sure.

The reason we use an activator is that when we can actually manage to get an NPC to cast a spell, it shows the cast animation, which we don't want, not only that, but the Player.cast call you suggest doesn't work. We don't seem to be able to force the player to cast a spell from a script. At least not a spell script. --Tegid 15:33, 20 May 2006 (EDT)

I believe 128 units equals six feet. --DragoonWraith 23:40, 20 May 2006 (EDT)

Demoralize/charm

Is there any way to make a point blank demoralize or charm spell? If fired from a activator, the actors that are hit will be afraid of/ charmed by the activator, causing the spell to have no effect.

For charm, you can get around that with a scripted spell that does ModDisposition <target> <value>. Things like demoralize and turn undead can be done with ForceFlee to make them run around blindly, or you can use ModAV to modify their confidence, then call StopCombat - that should cause them to restart combat immediately and run away.
Wiki Police Friendly Reminder: Don't forget to sign your comments with ~~~~. ;) Scruggs 11:12, 16 October 2006 (EDT)