Difference between revisions of "Talk:Casting Spells From An Activator"
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Talk:Casting Spells From An Activator (edit)
Revision as of 17:02, 9 March 2011
, 17:02, 9 March 2011no edit summary
imported>BurninSun |
imported>Um the Muse |
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Thankyou for fixing it. I am still working out how to use a wiki. Now i know I can type here. ;) | Thankyou for fixing it. I am still working out how to use a wiki. Now i know I can type here. ;) | ||
== Featured Nomination Discussion == | |||
OK, this was a very good article, but it's also old. I'm not entirely sure how this article stands. I'll try to re-read it at some point, but if anyone's read it recently, input on its current quality would be good.<br /> | |||
[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 23:50, 20 March 2008 (EDT) | |||
:I haven't read it in a while either, but I did update it to use MoveTo instead of PlaceAtMe several months ago - so that issue should be fixed. Off the top of my head - Creating the spell and activator should be cut out like [[Creating a New Cell]].--[[User:Haama|Haama]] 00:37, 21 March 2008 (EDT) | |||
== Improvements == | == Improvements == | ||
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Generally we don't sign changes to Wiki article changes themselves. Certain pages we do (The Wish List and Questions), but normally it's just the Discussion pages. --[[User:Tegid|Tegid]] 08:12, 19 May 2006 (EDT) | Generally we don't sign changes to Wiki article changes themselves. Certain pages we do (The Wish List and Questions), but normally it's just the Discussion pages. --[[User:Tegid|Tegid]] 08:12, 19 May 2006 (EDT) | ||
==Where does the Caveat code go?== | |||
ok i'm still new to modding in general so i think it would be a major improvement to say where to put the two caveat scripts, the second one says right below the first one, but where does that one go? [[User:RedSox|RedSox]] 21:32, 28 September 2009 (EDT) | |||
:'''Please put new questions under their own header.''' | |||
:The first piece of code should go directly below the <tt>'''Begin ScriptEffectStart'''</tt> line. I added that to the article. | |||
:--[[User:Qazaaq|Qazaaq]] 12:42, 30 September 2009 (EDT) | |||
== Why does the first activator have to be in the air == | == Why does the first activator have to be in the air == | ||
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Is it just me or is there no easy way to make point blank ae's like this without littering objects all over the place using PlaceAtMe? SetPos doesn't work long distance, MoveTo doesnt work on items or worldobjects, and if I pull an actor over using MoveTo, that actor has to go through his whole casting animation to cast a spell. [[User:BurninSun|BurninSun]] 03:49, 17 November 2006 (EST) | Is it just me or is there no easy way to make point blank ae's like this without littering objects all over the place using PlaceAtMe? SetPos doesn't work long distance, MoveTo doesnt work on items or worldobjects, and if I pull an actor over using MoveTo, that actor has to go through his whole casting animation to cast a spell. [[User:BurninSun|BurninSun]] 03:49, 17 November 2006 (EST) | ||
: You must first create a persistant reference before you can use moveto, create a hidden cell and place a activator/marker/whatever in it, click persistant reference and set its referenceeditorid to anything you want. Then use <referenceditorid>.moveto player to let it move to you.[[User:Hrmn|Hrmn]] 04:38, 17 November 2006 (EST) | |||
:: Do what hrmn says. [[MoveTo]] actually does work on just about any type of object - the problem with it is that the world art is not always updated along with the object's position. If you use a persistent reference flagged as "initially disabled", you don't have to worry about that. MoveTo + Cast will work even when called on a disabled reference. I generally use a paintbrush. :shrug: [[User:Scruggs|Scruggs]] 04:42, 17 November 2006 (EST) | |||
That works a lot better than what I was trying... I had an actor carrying an object so I could MoveTo player on the actor, have it drop the item causing the item to cast the spell, then have the actor pick it back up. | |||
The last problem I have is that when the spell fires, I get hit with the hit shader causing the screen to shimmer a bit. I'm using Mehrunes spell to get rid of the bang sound but the only way I can see to get rid of the shimmer is to set my SpellAbsorbChance to 100, but then I get the absorb particle effects. Any way to fix this one? [[User:BurninSun|BurninSun]] 21:34, 17 November 2006 (EST) | |||
: The hit shader occurs when your character is hit by a hostile spell. Mehrunes Dagon is flagged as hostile in the magic effects settings; you could uncheck that box (unless it's grayed out) but you'd risk conflicting with other mods that use that effect. Instead, consider using a script effect - it doesn't need a script attached - and uncheck the box marked "effect is hostile". [[User:Scruggs|Scruggs]] 22:53, 17 November 2006 (EST) | |||
That's what I had originally (the script effect) but then I'm back to hearing the "bang" every time it's cast. However, I replaced Mehrunes with Resist Water Damage as that spell effect seems to have no side effects and its worked out so far. Thanks for the input. [[User:BurninSun|BurninSun]] 01:45, 18 November 2006 (EST) | |||
The other way I've seen to remove the "bang" is editing the SEFF Script Effect Magic Effect to remove the sounds/lights. This is vulnerable to removing sounds/lights from other mods that rely on them. Arguably it is nicer because it makes the "NONE" "Visuals Effect" actually do nothing. It is probably safe against other mods because anyone is probably going to pick something other than "NONE" if they actually want a visual effect. [[User:ABO|ABO]] 23:45, 30 April 2008 (GMT) | |||
== Why rename instead of new? == | |||
''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.'' | |||
Why rename an existing activator instead of creating a new one? Is there a reason? --[[User:DonAtreides|DonAtreides]] 23:05, 5 February 2008 (EST) | |||
:That ''does'' create a new object...--[[User:Haama|Haama]] 23:40, 5 February 2008 (EST) | |||
::One reason to do this is when you are adding a new light. Just creating a new light doesn't seem to work in the CS for some reason but renaming an existing light does...go figure. | |||
::--[[User:ShadowDancer|ShadowDancer]] 05:23, 7 October 2008 (EDT) | |||
== So many questions == | |||
Alright, I tried to make this, word for word (except for changing the position from 0, 0, 1000 to 0, 0, 500 and I used the version where I don't hit myself), but I couldn't get it to work. I'm brand new and I tried typing it out instead of copy-and-paste, so I probably made a mistake somewhere. | |||
When I test it, I get the cast animations (raised hand, flash of light, sound effect) from the first spell. That leads me to suspect the problem is either the activator or the second spell (can't be the third spell, right?). So, my first question is: How can I test if it's one or the other? | |||
My second question is about the line that goes, "If GetCombatTarget != player" Well, actually I have two questions. One, do I need a reference: me.GetCombatTarget? I tried both ways, but neither worked. Two, suppose I wanted this spell, not for myself, but for some other NPC. How would I change this? | |||
Lastly, from what I understand, you could turn spell #2 into a script that you could attach directly to the activator. Is that correct? Are there any advantages in doing that? | |||
::Thanks in advance, guys! [[User:Um the Muse|Um the Muse]] 17:02, 9 March 2011 (EST) |