Vortaka Posted February 27, 2009 Share Posted February 27, 2009 Ok... So I execute a "set explosionref to player.PlaceAtMe KillerTokenExplode" (KTE is my big "enchanted" 4000 unit explosion... So I am sure it touches me, and all around me). The explosion itself Ignores LOS check and ImageSpaceSwap... (And like I saidm is 4000 units radius). The enchantment (touch) is my Base Effect (scripted adds a "token", an unusable armor). It works fine for me, but it doesn't touch anyone else then me... Not my companions, not the enemies, not the npcs, no one... Someone knows if there is anywhere special to check? Vortaka Link to comment Share on other sites More sharing options...
Cipscis Posted February 27, 2009 Share Posted February 27, 2009 You could check if the token is being added either by calling GetItemCount from the console or by making it playable so that you can see it in their inventories. Are you using any conditions in your Effect Script? It's possible that the Effect is being applied, but the token isn't being added because whatever conditions you specified aren't evaluating to true. Perhaps posting the Effect Script would be helpful. Cipscis Link to comment Share on other sites More sharing options...
Vortaka Posted February 27, 2009 Author Share Posted February 27, 2009 Hey Cipscis, Like I wrote, it affects me and only me! I used the getitemcount (with the hexa address of the token) and I can go up to 200 tokens (I made no conditions at all, I test it first, then I condition!). But my followers and the enemies are stock a 0... There must be something wrong my one of my Effect (Actor or Base or Enchantment or whatever). The radius of the blast is set a 4000 units, I think it's far enough, no? Vortaka Link to comment Share on other sites More sharing options...
Cipscis Posted February 27, 2009 Share Posted February 27, 2009 You didn't "hard code" the player reference when calling AddItem, did you? You should use implied reference syntax with all reference functions in the Effect Script so that they are run on the explosion's target. Cipscis Link to comment Share on other sites More sharing options...
Vortaka Posted February 27, 2009 Author Share Posted February 27, 2009 Hum... I'm sorry to say this, but this time you lost me! Begin ScriptEffectUpdate Additem KillerToken 1 end This is the only thing I do... So, for testing, it adds KillerToken, always and forever! One thing I noted, is that after about 10 seconds, it's up to 200 tokens... I though the spell was only called each 5 seconds? Link to comment Share on other sites More sharing options...
Cipscis Posted February 27, 2009 Share Posted February 27, 2009 Why are you using a ScriptEffectUpdate block? You should be using a ScriptEffectStart block, so the code only runs when the effect is first applied. You might also want to include a GetItemCount condition so that multiple tokens aren't added, but that's something that can come later on. What I meant is that I thought you might have done something like this:Begin ScriptEffectStart player.AddItem KillerToken 1 EndThis isn't the case though, so scratch that... 4000 units should be plenty for the radius of the explosion, and the Effect Script seems to be fine, so I guess the problem must be somewhere else. I'm not sure exactly where it is, so I'll write down a checklist and let you have a look and make sure that everything is fine. - Explosion is placed at the player's location via PlaceAtMe- Explosion has a high radius, ticked checkboxes, and your scripted "Weapon" type Object Effect as its Enchantment- Your Object Effect is a "Weapon" type Object Effect, and has your Base Effect listed as an Effect at "Touch" range- Your Base Effect has its Effect Archetype set to "Script", and its Associated Item set to the Effect Script that you posted, and has the "Touch" checkbox ticked.- Your token is currently unscripted, or at least there is nothing in the script that might remove it from its container. Those are all of the things that I could think of off the top of my head, let me know if something doesn't match. I know that this method can work, so there must be something missing from your version that's stopping it from working correctly. Cipscis Link to comment Share on other sites More sharing options...
Vortaka Posted February 27, 2009 Author Share Posted February 27, 2009 1- set explosionref to player.PlaceAtMe KillerTokenExplode (in my quest/auto launch) 2- Do you mean the 4 boxes are ticked? 3- Yes and yes! 4- Yes and yes! 5- ShowMessage AbilityWellRestedStartMsg (it shows itself only once, at the beginning, when it "touches" myself I guess...) Vortaka Even with 4 check boxes, added items are on me only... Not Jessi nor Kelsey...Are there any special numbers I should write for the Base effect and obkect enchantment (it's area is 0 currectly, but since it's a touch...). Seconds=1 and Magnitude=0 Link to comment Share on other sites More sharing options...
Cipscis Posted February 27, 2009 Share Posted February 27, 2009 The example I'm looking at, from Reneer's SEITH, has Magnitute and Duration set to 0, and Area set to 4000. I don't know if this is important though - I would have expected the explosion's radius to be used as opposed to the Object Effect's Area. Cipscis Link to comment Share on other sites More sharing options...
Vortaka Posted February 27, 2009 Author Share Posted February 27, 2009 ALRIGHT!!! Kelsey as 1.00 of my token! Life is good! Thank you SO MUCH! You saved a PC! (Well, I mean, I would probably not have thrown it out the window but... anyway... You saved a PC, bravo!). Now I just need to tweak the scripts, if the way you wrote on topic before works ok (now I can test it! Yippi!), it will be a walk in the park! And, I even found, I think, a way to give XP depending on the difficulty and everything (Robco Certified and Enclave Commander (based on Robco) as a script for it... If everything works fine, I'll probably upload it to the Fallout3 Nexus... I've worked too long to my taste on this those little scripts... :) Thanks again! Vortaka"Technically, there are no problems... Only solutions!"(I couldn't say that before, but now I can!) Link to comment Share on other sites More sharing options...
Vortaka Posted February 27, 2009 Author Share Posted February 27, 2009 It works... Except for the fact that it works "once" and that I need to get near my target... I summon ants... They kill them... I get 1 xp when I approch one... And that's it... Weird stuff... But it works! (A little off, but it does). The Shot in the Head script is very good to compare... Thanks for the info! Vortaka Link to comment Share on other sites More sharing options...
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