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>Qazaaq (the first piece of caveat code should go directly under the begin line) |
imported>Um the Muse |
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Line 97: | Line 97: | ||
::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. | ::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) | ::--[[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) |