lilgamefreek Posted April 10, 2009 Share Posted April 10, 2009 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. Link to comment Share on other sites More sharing options...
Cipscis Posted April 11, 2009 Share Posted April 11, 2009 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. Cipscis Link to comment Share on other sites More sharing options...
lilgamefreek Posted April 11, 2009 Author Share Posted April 11, 2009 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? Link to comment Share on other sites More sharing options...
TGBlank Posted April 11, 2009 Share Posted April 11, 2009 Check out the flamer or the shikebab. I believe they do something very similar than what you want. Link to comment Share on other sites More sharing options...
Cipscis Posted April 11, 2009 Share Posted April 11, 2009 Here's what the GECK Wiki has to say about the flags for base effect forms - Base Effect/FlagsIt 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. Cipscis Link to comment Share on other sites More sharing options...
lilgamefreek Posted April 11, 2009 Author Share Posted April 11, 2009 I've been staring at the flamer and shishkebab, in fact all fire weapons, for the past couple of days. :P So Cipscis, are you telling me to make a new object effect. Make a script that casts this effect. Then make another new effect that runs the script? Link to comment Share on other sites More sharing options...
TGBlank Posted April 11, 2009 Share Posted April 11, 2009 Nope, he's telling you to add to your weapon effect a base effect that is a script effect that casts an actor effect that drains life.The kill, however, may not be attributed to your player if it is from poison. Link to comment Share on other sites More sharing options...
Cipscis Posted April 11, 2009 Share Posted April 11, 2009 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. Cipscis Link to comment Share on other sites More sharing options...
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