Difference between revisions of "Talk:Casting Spells From An Activator"

Answered activator height question.
imported>Decoup
(Why does the first activator have to be in the air)
imported>Tegid
(Answered activator height question.)
Line 29: Line 29:
Whats the difference? eg player.cast tutcalllightningspellscript player<br>
Whats the difference? eg player.cast tutcalllightningspellscript player<br>
[[User:Decoup|Decoup]] 02:02, 20 May 2006 (EDT)
[[User:Decoup|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. --[[User:Tegid|Tegid]] 15:33, 20 May 2006 (EDT)
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