Difference between revisions of "SetActorRefraction"

957 bytes added ,  20:32, 2 December 2014
Updated regarding issues with sar 0 returning unexpected results.
imported>JOG
imported>Saebel
(Updated regarding issues with sar 0 returning unexpected results.)
 
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  sar ''[0.0 - 10.0]''
  sar ''[0.0 - 10.0]''
'''Example:'''  
'''Example:'''  
  SetActorRefraction .5
  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.
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 :
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:[[Con_SetTargetRefraction|SetTargetRefraction]].


[[Category: Functions]]
[[Category: Functions]]
[[Category:Functions (CS)]]
[[Category: Functions (CS 1.0)]]
[[Category: Magic Functions]]
[[Category: Magic Functions]]
[[Category: Magic Functions (CS 1.0)]]
[[Category:Actor Functions]]
[[Category:Actor Functions]]
[[Category:Actor Functions (CS 1.0)]]
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