Difference between revisions of "Talk:ScriptEffectUpdate"
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ScriptEffectUpdate required in a script...
imported>DragoonWraith (still don't see the relevance) |
imported>ShadowDancer (ScriptEffectUpdate required in a script...) |
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:::[[User:DragoonWraith|<font face="Oblivion,Daedric" size=3>D</font>ragoon <font face="Oblivion,Daedric" size=3>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 15:48, 1 July 2006 (EDT): Better formatting on it, but I still don't see what relevance it has in this article. It doesn't even use ScriptEffectStart. | :::[[User:DragoonWraith|<font face="Oblivion,Daedric" size=3>D</font>ragoon <font face="Oblivion,Daedric" size=3>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 15:48, 1 July 2006 (EDT): Better formatting on it, but I still don't see what relevance it has in this article. It doesn't even use ScriptEffectStart. | ||
::::[[User:ShadowDancer|ShadowDancer]] 08:19, 6 July 2006 (EDT): I have a script that uses the ScriptEffectUpdate and it is a "yes and no" thing with it firing every time like in GameMode. If the effect is killed by some other process, it does fail to execute (like when moving into a new cell that is far enough away for some reason -- probably due to length of load?? I don't really know...). You can see it in the [http://www.tessource.net/files/cache/2806.html ETHEREAL HORSES] mod where the effectshader stops working after moving far enough. I encountered the same problem while working on mine and created a sort-of workaround. While it is running, however, it does seem to run multiple times and is useful in some circumstances. This is the script that I have running an effectshader (actually, its both a membrance shader and a particle shader) on a horse. | |||
<pre> | |||
ScriptName NightmareFlameEffect | |||
Ref DoOnce | |||
Float GSP | |||
Begin ScriptEffectStart | |||
SummonedNightmare.PlayMagicEffectShader efectNightmareFlame | |||
End | |||
Begin ScriptEffectUpdate ;fires actor dismount after "loading..." menu | |||
If MenuMode == 17 && DoOnce == 0 && Player.GetSitting == 13 | |||
Set DoOnce to 1 | |||
Set GSP to 0 | |||
If Player.GetInWorldSpace Tamriel == 1 ;to prevent crash when going into city | |||
Activate Player 1 | |||
EndIf | |||
EndIf | |||
End | |||
Begin GameMode | |||
Set GSP to GSP + GetSecondsPassed | |||
If GSP > 3 ;time delay required so game doesnt freeze after dismount and remount | |||
If DoOnce == 1 && Player.GetInWorldSpace Tamriel == 1 ;fires effect after dismount | |||
If Player.GetSitting == 0 | |||
SummonedNightmare.PlayMagicShaderVisuals effectNightmareFlame | |||
Set DoOnce to 0 | |||
Activate Player 1 | |||
EndIf | |||
ElseIf Player.GetInWorldSpace Tamriel != 1 ;removes automount in city when leaving | |||
Set DoOnce to 0 | |||
EndIf | |||
EndIf | |||
End | |||
</pre> |