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DeadlyCobraXXX

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  1. The event IS irrelevant. Anyways, I got it working a few minutes after my original post. Thanks anyways.
  2. no problem, just here to help :P
  3. Also, I cannot use events to return a value. This script is going within an event. And No I cannot make a seperate function and place this in the function because then AkTarget would be undefined.
  4. I am writing a script that takes place when target actor enters into killmove.... however, I cannot seem to be able to detect when he is in a kill move. Is anyone else having this issue? I've tried everything I can think of that happens during a killmove, but nothing is returning values. The most obvious "IsInKillMove" does not work for me. The event is irrelevent and everything works in the script perfectly, except this one line. I put show message after to notify me if the line worked or not. If the line doesnt show, it didnt work. Also have a sound that plays if it works with the text message. (so I am not missing the message cause the sound isnt playing either) If (Game.GetPlayer().IsInKillMove() == True) ;;;;; doesn't work If (AkTarget.IsInKillMove() == True) ;;;; doesn't work If (AkTarget.IsDead() == True) ;;;; doesnt work If (AkTarget.IsBleedingOut() == True) ;;;;; doesnt work anyone have any other suggestions to return any sort of value when the player is doing a killmove on a target?
  5. also, that script is only for 3 bandits. If you want more, copy and paste the If statement and add more to the end of it. Follow the same format and you should be fine. You may need to change the names in the script depending on what your set your Alias name to be. I just put up a generic script. You need to make it function with how you set up the rest of your quest.
  6. this script is to be put ON the actor in the Quest Alias... you cannot add it to the actor in the Object Window... If you want to do that, you'd have to code the script differentlly to an Object Reference instead of Alias. You need to learn how to make and use aliases for this to work like it's supposed to. This script is tested and working. Good Luck.
  7. put the above code on the NPC, or use this code instead. Put it on the weapon itself. Function SetInvulnerable(bool abInvulnerable = true) native ActorBase property TheBoss Auto Event OnEquipped(Actor akActor) if (akActor == Game.GetPlayer()) TheBoss.SetInvulnerable(false) EndEvent Event OnUnequipped(Actor akActor) if (akActor == Game.GetPlayer()) TheBoss.SetInvulnerable(true) endIf endEvent
  8. Simple. Make the NPC Invinicible so that he cannot die. Next code a script that removes Invincible tag upon being hit if player has X weapon equiped. Here's a quick code that I threw together and tested. It works. Have fun! Oh, also give me Kudos if this helps you. It's under my name and avatar on the left of this post. Thanks Function SetInvulnerable(bool abInvulnerable = true) native ActorBase property TheBoss Auto Weapon property WeaponThatKillsBoss Auto Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) if (akAggressor == game.getPlayer()) && (akSource == WeaponThatKillsBoss) TheBoss.SetInvulnerable(false) else TheBoss.SetInvulnerable(true) endif EndEvent
  9. This is a pretty simple task. Find the enchantment in the Enchantment Tab. Once it is located, it was tell you what the "Base Enchantment" is. Next locate that. Double click on it to open it. Once opened, you will notice a "Worn Restrictions" form. Next in the Object Window, search for that Form under *All. When you find it, duplicate it. Once duplicated, you add Keywords to this list that describe what armor / weapon you'd like to put the enchant on. Save the duplicated list, then find the base enchantment again and change the form to the new form. Done. Throw me some Kudos if this helped you. Please and Thank you. You can give kudos under my name and avatar on the left of this post.
  10. explosive arrows would use a script similiar to this Target.PlaceAtMe(Explosion) Smoke arrows would do the same, but smoke in place of explosion. There are some smoke effects in the game already, however, effects will not affect how you can and cannot escape a battle. Npcs will see through the effect being that the effect is only for the player. Multi-Shot doesnt work. I've tried this, it fires 3-5 arrows like you say, but they dont fire correctly. Infact, they fire on top of each other causing them all to go crazy and pretty much fall in front of you. Tracer may be possible actually. But you'd have to do the coding for it.
  11. I really can't think of a time where I would want Slow Motion other than when shooting arrows... I think I'm going to pass on making this. I just cannot think of any other events that would go good with this.
  12. I can make this happen. (Slow Motion) Shouldnt be too hard, but it would have to be a spell or shout so it doesnt stay on forever... Or a perk that could trigger it.... Slow Mo on a certain type of action. An action that can be traced. Also the finishing chance is ez mode to make too.
  13. Best way that I know how to do it is by using If statements and IsDead commands with a starting event of OnDeath or OnDying. Example: Event OnDeath(Actor akKiller) if (Alias_Bandit01.GetReference().IsDead() == True) && (Alias_Bandit02.GetReference().IsDead() == True) && (Alias_Bandit03.GetReference().IsDead() == True) MyQuest.SetStage(5) endIf endEvent
  14. I'm on right now, and this shouldnt be too hard if you have a program called "TeamView" or "ShowMyPc" so I can remotely connect with you and show you how to set this up. I'll have to send you 3 script files that I made eariler for this to work too.
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