User talk:Tesfabpel

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User TESFABPEL Notes:[edit source]

In order to convert the text in English I have used Google (sometimes) therefore if some words very are not written are not guilt mine. :(

Is possible to manipulating the time with a script?[edit source]

I want to know if is possible to manipulating the time with a script, creating effect of the time rewind or time slow, like Prince of Persia.

set TimeScale to X

I don't reccomend using that though, it messes with grass and stuff too.

Then? What script I can use? Rembember the plug-in Morrowind Enhanced? Sure it used some script for slow the time, but which?

Please, you answer to me. They are much expectant one!!! :)

Dragoon Wraith TALK 11:57, 31 May 2006 (EDT): Not doable at this point in time. Timeslip wrote a program that can slow down time ("bullet time"), but he has no way of detecting calls for this in a script, so it's only for the player (there are buttons to slow down/speed up time) right now. If someone writes an Oblivion Script Extender, then this will be possible.
Dragoon Wraith TALK 08:52, 28 July 2006 (EDT): An Oblivion Script Extender is currently in the works, by the way. Timeslip has already made functions to slow down time with it, though he hasn't released them yet.

How to paralize a whole cell?[edit source]

I have a trouble: I want create a spell what paralize a whole cell. How I can do?

Dragoon Wraith TALK 13:19, 24 July 2006 (EDT): Well, if you create a paralyze spell with a large enough radius, you can be pretty sure of hitting everyone in the cell. An exterior cell is 4096x4096 - a radius of 99999 is going to hit everything currently loaded by the game. Just make sure you ignore LOS on area effect, and it'll work fine.

Now the magic work, but some creature (like skeletons) have an ability: Resist to Paralize. How I can do for apply the magic to this creature? (Weakness to Paralize is not present!)

Dragoon Wraith TALK 08:51, 28 July 2006 (EDT): Hmm... OK, instead of Paralyze, use a Script Effect with this script attached:
scn ParalyzeAll

Begin ScriptEffectStart

  SetAV Paralysis 1

End

Begin ScriptEffectFinish

  SetAV Paralysis 0

End
That should ignore resistance to the Paralyze effect. The only problem is that ScriptEffectFinish has some quirks to it. Read that page and the talk page for more information.

Thank you, now the script work, but I add one new line in the Start block to my script:

player.setAV Paralysis 0
Dragoon Wraith TALK 15:20, 31 July 2006 (EDT): Oh, yeah, right. Heh, sorry, forgot about that. A better way to do it would be this, by the way:
scn ParalyzeAll

ref self

Begin ScriptEffectStart

  set self to GetSelf
  if ( self != player )
    setAV paralysis 1
  else
    Dispel "spell's ID"
  endif

End

Begin ScriptEffectFinish

  if ( self != player )
    setAV paralysis 0
  endif

End
You'll also likely want to test how this interacts with an actualy Paralysis spell being cast at the same time.

Thank you, Dragoon Wraith, for you assistance, I have seen all your hints and I have chosen one:

scn FPParalyzeAll

Begin ScriptEffectStart

  SetAV Paralysis 1
  player.setAV Paralysis 0

End

Begin ScriptEffectFinish

  SetAV Paralysis 0

End

Now the script work. (Thank to your second hint)

Dragoon Wraith TALK 09:19, 1 August 2006 (EDT): Happy to help.