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Get Detected


lilgamefreek

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Question above. If I run "GetDetected player" on an actor who is in caution mode towards the player, what will it return?

 

And another thing. Is there a forum topic that is dedicated to small questions like this? Because I feel really bad making a bunch of superfluous topics.

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GetDetected is a condition function, which means that it can only return values of 0 or 1. I haven't tested it, but I would guess that it would return a value of 0 if an actor is in "Caution" mode. You should be able to use [url="http://geck.bethsoft.com/index.php/GetDetectionLevel[/url] to check whether or not an actor is in "Caution" mode towards the player, however.

 

I don't believe there is a "Quick Question - Quick Answer" type thread here, but I can see how it might be a good idea. In the official Oblivion CS forum there is such a thread that is now over 2,000 posts long, and has proved to be very useful. I'll write up an OP and create one later today, assuming that no one else does so in the meantime.

 

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Yeah, I was kinda surprised that there wasn't a topic like that in the first place.

 

To keep myself from making a new topic, is there a way to give weapons effects like -2 hp (10 s) without having it listed? Basically, I want to create an effect that damages all actor body parts, but obviously that won't look pretty on the weapon screen.

 

I'm going to assume creating the effect as a script works, but anything else besides this?

 

And another thing. How often does scripteffectupdate run?

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Here's what the GECK Wiki has to say about the flags for base effect forms - Base Effect/Flags

It looks to me like you'll have to use a script effect in order to prevent the name from displaying. Note that you could simply use CastImmediateOnSelf to simply apply an actor effect with the effect that you'd like it to have. That way you can combine many effect items into a single one in order to prevent a cluttered inventory, and to get around the limit of effect items.

 

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I think you'd have to use an actor effect, as opposed to another object effect, and call that with CastImmediateOnSelf, but otherwise that's pretty much the concept I was referring to, yeah.

 

Here's the "chain of command", if that helps:

"Weapon" Object Effect -> Base Effect -> Effect Script -> CastImmediateOnSelf -> Actor Effect -> Base Effects

 

Cipscis

 

EDIT:

 

Ninja'd by TGBlank! Good point about the kill will not being attributed to the player - that hadn't occurred to me.

 

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