Difference between revisions of "Key input"
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imported>DragoonWraith (discussion... perhaps redundant now entirely?) |
imported>HawkFest |
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::That should work perfectly, thank you. As for dual swords.. I needed that too, but just planned to make sword #2 a shield (yet in the story they are both used as sheilds/weapons as needed...). If you come up with anything let me know. :) --[[User:Bky|Bky]] 17:45, 30 May 2006 (EDT) | ::That should work perfectly, thank you. As for dual swords.. I needed that too, but just planned to make sword #2 a shield (yet in the story they are both used as sheilds/weapons as needed...). If you come up with anything let me know. :) --[[User:Bky|Bky]] 17:45, 30 May 2006 (EDT) | ||
:::Do you mean that you would have a shield object using a sword NIF? Maybe that setting a reflect damage/spell enchantment would compensate for the lack of an actual attack/damage that a weapon would do. But I'm still a newb in modding : can you apply some kind of an «AI» package, to an object reference that is not an Actor? --[[User:HawkFest|HawkFest]] 13:16, 16 October 2007 (EDT) | |||
:::With the new [[:Category:Oblivion Script Extender|script extender]], you can easily detect key presses. --[[User:Cid88|Cid88]] | :::With the new [[:Category:Oblivion Script Extender|script extender]], you can easily detect key presses. --[[User:Cid88|Cid88]] | ||
[[Category: Useful Code]] | [[Category: Useful Code]] | ||
[[Category: Solutions]] | [[Category: Solutions]] |