scn bfpLongRangeActivateTestScript
short oldlength
ref target
short count
Begin ScriptEffectStart
set oldlength to GetNumericGameSetting iActivatePickLength
;printc "Old pick length: %x", oldlength
SetNumericGameSetting iActivatePickLength 40000; Or w/e range you fancy
End
Begin ScriptEffectUpdate
set count to count + 1
if (count >= 4);NOTE 1: after several testings, this seems the minimal amount of frames needed to update the crosshair ref
set target to GetCrossHairRef
if (target)
;printc "target is: %n", target
target.Activate player 1
;target.castimmediateonself EnchFlamerEffect
SetNumericGameSetting iActivatePickLength oldlength
endif
endif
End
Begin ScriptEffectFinish
SetNumericGameSetting iActivatePickLength oldlength
End
Long range activating/targeting, replace the "target.activate player 1" with whatever enchantment you fancy (like, setting people on fire), targets items, people, doors, dogs, ants, rocks, chairs, anything and everything under the crosshairs, toy with the range to limit it in any way you fancy. Simply made by temporally increasing the length at which things highlight on cursor, waiting until the reference updates, and using FOSE's GetCrosshairRef. Needs to be called as an effect on the player, requires more than 0 of duration. Should be compatible with mods that affect the pickup distance, unless they do it dynamically AND for some unlucky reason they come to affect it JUST in the 4 frame window that this script uses. Not really likely. Requires FOSE. And please, please, sticky this thread ^_^