Difference between revisions of "Key input"

Jump to navigation Jump to search
388 bytes removed ,  00:27, 17 October 2007
m
Removal of comment - I have the answer and the comment is in itself confusing for the sake of the article
imported>HawkFest
imported>HawkFest
m (Removal of comment - I have the answer and the comment is in itself confusing for the sake of the article)
Line 41: Line 41:


::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]]
Anonymous user

Navigation menu