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Ghost visuals only while spell is equipped


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Hi, so I am trying to figure out a way to make an equipped spell apply ghost visuals to the player. The spell is a flames type spell, and i want it to apply a ghost visual to your player character only when you have it equipped, then go back to normal when you unequip the spell. Can someone walk me through how to go about this? or point me to any tutorials or resources for learning how? I'm kinda assuming it has something to do with creating a custom "equip ability", but i'm not sure.. or Possibly related the magicSetActorAlphaScript

thanks

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One way to do this:

Make a new quest and set it start game enabled. Then add a reference alias to quest, for fill type choose specific reference and pick PlayerRef.

Add this script to the reference alias (give it a more unique name)

Scriptname GhostScript extends ReferenceAlias

Spell Property FlamesCustom auto
EffectShader Property GhostFXShader auto

Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
	if (akBaseObject == FlamesCustom)
		GhostFXShader.Play(GetActorReference())
		GetActorReference().SetAlpha(0.25)
	endif
EndEvent

Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)
	if (akBaseObject == FlamesCustom)
		GhostFXShader.Stop(GetActorReference())
		GetActorReference().SetAlpha(1.0)
	endif
EndEvent

After that, fill the properties. GhostFXShader is the ghost effect, just hit the auto-fill button to fill it. FlamesCustom would be your spell, you can rename it to the EditorID, so it will auto fill too.

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Thanks for the help. I am totally new to scripting and quests, so I'm not sure I did things correctly, but I tried to follow your instructions exactly, and this is where I'm at:

(Screenshot of the CK)

https://drive.google.com/file/d/1K3Pqrs_KD7A2CCiyPj--uTG7tcppoxXs/view?usp=sharing

 

So I'm stuck here with the CK telling me the "extends script" doesn't exist. If you know what I'm missing, or did wrong, please let me know when you get a chance.

Note: I didn't input anything else into the quest, besides what you instructed.

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The script should extend ReferenceAlias. Also, you copied the script code to the documentation field. That's just a description for the script, so you can leave that empty, and press OK to generate the script.

 

Now you should have a blank script with just the header line. Right click on the script and select 'edit source' to open the editor. Copy the rest of the code and compile it.

Edited by Ghaunadaur
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Hm, are you sure there isn't another step I'm missing?

 

Because I tired putting "ReferenceAlias" into the extends field and still got the same error. Also tried again with my specific Alias name.

 

https://drive.google.com/file/d/1jhFvP6Jg0UrZrwxF2DcY0U2u_k6VpnOR/view?usp=sharing

 

Is there something else I'm supposed to do before it will work? Like on the Reference Alias page itself, or in the Quest page? Idk lol sorry for being a noob at this

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No worries, we'll get that fixed.

If you're still getting the error, that means the CK can't find the script sources. In the Data folder there should be a Scripts.rar archive, which contains the source files. Extract all of it to the Data folder.

Edited by Ghaunadaur
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