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3aq

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Everything posted by 3aq

  1. an update: I figured what was wrong; I erroneously linked it to sound descriptor, what I ought to have done was instead hook it to a sound marker (that itself is linked to sound descriptor).
  2. I've looked under animation but it doesn't seem to be listed under there, I am wondering if it falls under a different category or if it's simply not possible to do. reason: wish to make a chanting spell with npcs actually moving their lips. insight is appreciated, thank you =)
  3. unsure, the script I am using is the vanilla dawnguard runehammer script, the same exact one that's attached to this https://elderscrolls.fandom.com/wiki/Dawnguard_Rune_Hammer the only lines I altered were the 2 lines with the ;altered in it. as for debug firing, admittedly I am unsure how to do that (the furthest I do is debug notification at key points), but again, as the script is vanilla it should more or less be okay.
  4. for the longest time, I've been trying to use the play - sound script onto magic effect. the goal is to play choice sfx on special weapons like dawnguard's rune hammer. I used the below's link as reference with no success, so I am wonder if anyone would the proper way to getting this to work? feedback is greatly appreciated =) https://www.creationkit.com/index.php?title=Talk:Play_-_Sound for the record, dawnguard's rune hammer when it casts rune does not emit sounds, the goal is to make the action of placing down rune play a sound, for testing purposes I used the MAGFirebolt03FireSD sound (sound descriptor). script Scriptname DLC1testPhilRuneHammerAbilitySCRIPT extends ActiveMagicEffect SPELL PROPERTY runeSpell AUTO SOUND PROPERTY runeSFX AUTO ;altered EVENT OnEffectStart(Actor target, Actor caster) if(caster == game.getPlayer()) if(RegisterForAnimationEvent(game.getPlayer(), "bashExit") == true) ; debug.trace("bashExit registered") endif endif ENDEVENT EVENT OnAnimationEvent(ObjectReference akSource, string asEventName) if(asEventName == "bashExit") ; Debug.trace("the RUNE of me... get it?") ; //cast the rune and remove the stamina runeSFX.Play(game.GetPlayer()) ;altered runeSpell.cast(game.getPlayer()) game.getPlayer().damageAv("stamina", 25) endIf ENDEVENT EVENT OnUnload() UnregisterForAnimationEvent(game.getPlayer(), "bashExit") ENDEVENT esp setup
  5. so I figured it out, was trying to make the spell expire with duration; apparantly script does not work on fireforget sadly. other than that it works as specified.
  6. I've referenced the Dragonborn's standing stone powers however copying and applying it to a test lesser doesn't seem to work.. would anyone cue me in as to what may be going wrong? Scriptname DLC2StandingStoneFireScript extends ActiveMagicEffect SPELL Property DLC2StandingStoneFireStorm Auto Event OnEffectStart(actor akTarget, actor akCaster) akCaster.RemoveSpell(DLC2StandingStoneFireStorm) EndEvent Spell <-- Test lesser power (lesser power, self, fire forget), Magic Effect 1 <-- (self, cloak) it only has flame cloak hit shaders to show if its working or not Magic Effect 2 <-- (self, script) the same script as above only replaced with test lesser power.
  7. Interesting, note taken, thank you. I seldom touch the CK and only use notepad and sseedit, so what you said is something new.. guess it's time to go messing with CK.
  8. Formlist as in [actor, spell, armor, weapon, etc] property <blank> auto? or the one found in esp? I have no concrete idea what it is you are referring to.
  9. by slow, you mean performance wise right? if so, what would be the "fast way"?
  10. so do I include int MyProjectile = MyArrow.GetType() into the onhit script or make a derivative script and extend it to form and have the onhit script reference the external derivative script? apologies for the question I'm simply lost on this. if there are working examples of it floating around which I could reference I think that would probably help figure this out for me.
  11. yes I understand that, what i don't understand is how my listed property is understood as a missile or beam or other type but not something else by my script.
  12. so on https://www.creationkit.com/index.php?title=OnHit_-_ObjectReference it mentions akprojectile.. how would I go about properly assigning a projectile type? such as arrow or missile or beam from https://www.creationkit.com/index.php?title=Projectile and by assigning I mean by assigning for onhit event.I wish for an action to take place when actor x gets hit by a projectile thank you in advance :happy:
  13. issue resolved; math.ceiling works for everything except for the calc.
  14. Making a bit of headway into weapon scripting, convoluted linkage aside.. I've encountered one stellar hiccup I am unable to address, so here goes Resolved. Here's my script: scriptName _OnEffectBloodGold extends activemagiceffect {Script to gain gold based on the amount of health lost.} import Math miscobject property Gold auto Event OnEffectStart(Actor akTarget, Actor akCaster) float BaseHP = Math.Ceiling(akTarget.GetBaseActorValue("Health")) float CurrentHP = Math.Ceiling(akTarget.GetActorValue("Health")) float HealthPercent = CurrentHP / BaseHP int Calc = BaseHP * (1 - HealthPercent) akCaster.AddItem(Gold, Calc ) EndEvent when variables are singular, the effects shows up, ie int BaseHP or int CurrentHP but when they are combined, ie int Calc it does not work. unsure what I may be doing wrong.. :psyduck:
  15. Thanks for the heads up, I figured out how to get around that issue. Simply bypass Perks and AddPerks altogether and just use Spells and AddSpells. On initial testing it seems to work, unsure if there may be complications later, but from what I can tell I encountered no problems so far. Seems Perks is as meaningless as Keywords for this type of script.
  16. So after multiple testing I figure out the issue. 1. OnEffect for temp perks was not ideal as game failed to register it; this is resolved by OnEquip. The downside to using OnEquip though is that sometimes, seldomly it will fail to apply whatever thing you want to apply, this is why I've always opted for OnEffect. But it seems for weapons in particular, OnEquip is what you want. 2. Keyword, and this has stumped me. It seems the inclusion of keywords have prevented the following if hitblock to run. If that is the case I am unsure how to properly utilize Keywords. Would anyone more experienced cue me in on the usage of Keywords? On that note, yes my keyword does properly references the keyword in esp (as is everything else).
  17. removing the angle did not do the trick, I will continue testing different possibilities..
  18. I am starting to see the picture form now.. thanks you two :happy:
  19. Been working on this for the better part of 3 days now.. and I seem to be going no where fast. That said, I was wondering if people with brighter minds than I may indulge me with their insight. These are the two scripts: === What I am trying to achieve: While equipping a specific weapon, on successfully blocking an incoming attack, will cast a specific spell to self (in this specific example, script #2, it casts a spell that increases movement speed by n amount). This should work for anyone that wears the weapon not just the PC. In a new esp, I made the following: Weapon, Perk, Keyword, 2x Magic Effect, 2x Spell Effect. { Spell Effect (ability/self) --> Magic Effect (scripted/none, constant/self) } <-- attached to Perk via Ability. { Spell Effect (spell/self) --> Magic Effect (scripted/none, fire forget/self) } <-- referenced by script #1 that should cast onto the PC/NPC that is blocking with said weapon. Weapon uses script #3 to temporary grant the wearer the Perk on equip and removes it when it is unequipped. Weapon uses the Keyword to prevent other weapons (and possibly shields) from using the effects === Unfortunately, what I am trying to achieve has yet to happen, it I've even changed the self to targeted actors, as well as inversing constant with fire forget. Nothing works. I am completely out of ideas, those with more experience help cue me in? :psyduck: Thanks in advance,
  20. Got a script that grants your weapon a particular magic effect depending on the type of armor you are wearing (this is subjected to change) the magic effect themselves are FF > self which is attached to a spell.. which is linked to an object effect that is applied via Magic effect FF > contact. it's convoluted, but wait, there's more (and this is where I am stumbling) I am unsure how to implement Perks and Keywords and Quest in to the mix, as I've seen various mods that uses a mixture of the three or even all 3. What are the advantages? does one implementation gets read faster/ stabler than others?
  21. Recently, I've been getting into weapon scripting, the scripting portion is going fine and dandy, however just what exactly is the most optimal way of applying it though? By that I mean it seems the process of applying it, the whole thing, seems very convoluted to me. Appreciate any insight,
  22. very strange, I was able to do through ck... but then I would encounter not being able to extend to referencealias/quest/etc etc because the pscs isn't getting detected.
  23. @rasikko in ck u can compile when first letter is number funnily enough but then I would encounter worse problems (having to deal with ck related problems)
  24. hmmm there should be no issue renaming the property is there...? :huh:
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