Difference between revisions of "Casting Spells From An Activator"

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Casting Spells from an Activator
{{FeatNom}}
 
This is a short tutorial on how to use activators to cast spells. This will allow you to create more complicated spell effects such as lightning strikes or point blank area of effect spells.[[Image:CallLightning01.jpg|thumb|200px|The script you will be creating]]
This is a short tutorial on how to use activators to cast spells. This will allow you to create more complicated spell effects such as lightning strikes or point blank area of effect spells.
[[Image:CallLightning03.jpg|thumb|200px|Another view]]


By the end of this tutorial you should have a working point blank AoE lightning strike spell.
By the end of this tutorial you should have a working point blank AoE lightning strike spell.


[[Image:CallLightning01.jpg|thumb|200px|The spell you will be creating]]
==What you need== {{Tools|req0=[[The Elder Scrolls Construction Set|Construction Set]]|opt0=[[OBSE]]}}
[[Image:CallLightning03.jpg|thumb|200px|Another view]]
During this tutorial we will be creating the following:
 
==What you need==
During this tutorial we will creating the following:
*1 activator object
*1 activator object
*2 spells
*2 spells
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==Create the Activator==
==Create the Activator==
The first thing we need to do is create the activator object. This object will be used to cast spells.
The first thing we need to do is create a new activator object. This object will be used to cast spells.


In the [[Object_Window|Object Window]], Expand the WorldObjects item and select Activator. Right-click in the object list to the right and select "New" from the context menu that pops up.
In the [[Object_Window|Object Window]], Expand the WorldObjects item and select Activator. Rename the activator with the Editor ID "ActivatorFlameNode0" to "SourceID" by slowly double-clicking on it, changing the name, and selecting "Yes" when the menu comes up.


Set these fields:
We also need to create a reference of the new activator. In the [[Cell View Window]], select "Interior" from the pull-down menu. Then select the Editor ID "TestQuest01" in the box on the left. Right-click it and select "Duplicate Cell". Rename the cell to something you'll remember and double-click it to open it in the [[Render Window]]. Now, drag your new [[Activator]] "SourceID" to the [[Render Window]]. Double-click on the activator to open the "Reference" window. Name it "Source" in the "Reference Editor ID" box. Mark it as a "Persistent Reference" and "Initially Disabled".
*<b>ID:</b> Set this to "ActivatorSource"
*<b>NIF:</b> Set this to "magiceffects\null.nif" (This makes the activator invisible)
 
Leave the rest of the fields alone and click "OK".


==Create the Spells==
==Create the Spells==
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===The Self Spell Script===
===The Self Spell Script===
This script uses [[PlaceAtMe]] to create an activator and then uses that activator to [[Cast]] the AOE spell.
This script uses [[MoveTo]] to move your activator to the caster and then uses that activator to [[Cast]] the AOE spell.


Set the <b>Script Type</b> to <b>Magic Effect</b>
Set the <b>Script Type</b> to <b>Magic Effect</b>
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set me to GetSelf
set me to GetSelf


;place an instance of the source activator that we created earlier
        ;set the reference to the activator
set source to me.PlaceAtMe ActivatorSource, 1, 0, 0
        set source to YourActivatorsReferenceEditorID


;add 200 to the height so it is above the actor
;add 200 to the height so it is above the actor
float height
source.MoveTo me 0, 0, 200
set height to me.GetPos z
set height to height + 200
source.SetPos z, height


;have the activator cast the AOE spell now
;have the activator cast the AOE spell now
source.Cast TutCallLightningAoeSpell me
source.Cast TutCallLightningAoeSpell me
;disable the activator so we don't have a bunch laying around
source.Disable
End</pre>
End</pre>


===The Area of Effect Spell Script===
===The Area of Effect Spell Script===
This script will be run on every actor that is hit by the TutCallLightningAoeSpell. This script will then create an activator using PlaceAtMe and use it to cast a lightning bolt at the affected actor. (Remember: This happens for each actor hit!)
This script will be run on every actor that is hit by the TutCallLightningAoeSpell. This script will then move the activator using [[MoveTo]] and use it to cast a lightning bolt at the affected actor. (Remember: This happens for each actor hit!)


Set the <b>Script Type</b> to <b>Magic Effect</b>
Set the <b>Script Type</b> to <b>Magic Effect</b>
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set me to GetSelf
set me to GetSelf


;place an instance of the source activator that we created earlier
        ;set source to the activator
set source to me.PlaceAtMe ActivatorSource, 1, 0, 0
        set source to YourActivatorsReferenceEditorID


;add 1000 to the height so it looks like the lightning is coming from the sky
;add 1000 to the height to simulate lightning coming from the sky
float height
source.MoveTo me 0, 0, 1000
set height to me.GetPos z
set height to height + 1000
source.SetPos z, height


;have the activator cast the lightning spell at the affected actor
;have the activator cast the lightning spell at the affected actor
source.Cast StandardShockDamageTarget1Novice me
source.Cast StandardShockDamageTarget1Novice me
;disable the activator so we don't have a bunch laying around
source.Disable
End</pre>
End</pre>
Instead of using the lines
<pre> 
        set source to me.PlaceAtMe ActivatorSource, 1, 0, 0
        float height
set height to me.GetPos z
set height to height + 1000
source.SetPos z, height
</pre>
an alternative is to place an example of the activator on the map,give it a unique name (eg 'source' in this case) and check the persistent reference box- This creates a single copy  of ActivatorSource in the game instead of creating new ones every time the spell is used with the placeatme command.Then replace these lines with
<pre>
        source.moveto me,0,0,1000
</pre>


==Attach the Scripts to the Spells==
==Attach the Scripts to the Spells==
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==Caveats==
==Caveats==
*This spell will hit the player as well as everyone around him. This may or may not be what you want. A simple if check in the TutCallLightningAoeSpellScript will prevent the spell from hitting the player:
*This spell will hit the player as well as everyone around him. This may or may not be what you want. A simple if check directly below the <tt>'''Begin ScriptEffectStart'''</tt> line in the TutCallLightningAoeSpellScript will prevent the spell from hitting the player:
<pre>
<pre>
...
...
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*You could force the target into combat using [[StartCombat]] in TutCallLightningAoeSpellScript, but there are still some problems with that as well.
*You could force the target into combat using [[StartCombat]] in TutCallLightningAoeSpellScript, but there are still some problems with that as well.


*Another solution to this problem is to only allow the spell to effect current enemys of the player.
*Another solution to this problem is to only allow the spell to effect current enemies of the player.
This code can be added directly below the avoid hitting player code in TutCallLightningAoeSpellScript.
This code can be added directly below the avoid hitting player code in TutCallLightningAoeSpellScript.
<pre>
<pre>
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