Difference between revisions of "User talk:Shademe"

511 bytes added ,  10:20, 15 October 2008
→‎Answered Questions: Won't work for you, but this might........
imported>Shademe
(→‎Answered Questions: Look at the scenario)
imported>Antares
(→‎Answered Questions: Won't work for you, but this might........)
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::--[[User:Antares|Antares]] 09:47, 15 October 2008 (EDT)
::--[[User:Antares|Antares]] 09:47, 15 October 2008 (EDT)


: Hold on ! Let me get my scenario straight ( I didn't really read your answer ). I have a ref. to a weapon which I dropping on the ground ( got that through the [[getEquippedObject]] function ). I use the PMS/PME function after the drop, so that the item's visibility improves. And when I did that it didn't work - so I was asking if your method would work for me ! ( Sorry I wasn't clear earlier... btw, I haven't tried out you solution ) -- [[User:Shademe|shademe]] 10:03, 15 October 2008 (EDT)
::: Hold on ! Let me get my scenario straight ( I didn't really read your answer ). I have a ref. to a weapon which I dropping on the ground ( got that through the [[getEquippedObject]] function ). I use the PMS/PME function after the drop, so that the item's visibility improves. And when I did that it didn't work - so I was asking if your method would work for me ! ( Sorry I wasn't clear earlier... btw, I haven't tried out you solution ) -- [[User:Shademe|shademe]] 10:03, 15 October 2008 (EDT)
 
Enchant EffectShaders don't run on weapons that aren't equipped by an Actor, so no I highly doubt that the method I described will work for you. Are you using an OnDrop block? If so is what you are doing is similar to:
<pre>Some other blocktype
Set WeaponRef to GetEquippedObject
Begin OnDrop WeaponRef
pms shader
End</pre>
As far as I can see it should work, otherwise you might have to do something like If GetContainer == 0 -> pms ''shader''.
<BR>--[[User:Antares|Antares]] 10:20, 15 October 2008 (EDT)


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