Povuholo Posted October 22, 2005 Share Posted October 22, 2005 In mournhold levitate doesn't work. I got a cave in which i would like levitate not to work too. Is there a special script for it? If no, how do i do it then? If yes, what script? Link to comment Share on other sites More sharing options...
Marxist ßastard Posted October 22, 2005 Share Posted October 22, 2005 The script you're looking for is TribunalMain: Begin TribunalMain ;check for teleporting if ( GetPCCell "Sotha Sil," == 1 ) DisableTeleporting else EnableTeleporting endif ;check levitate if ( GetPCCell "Sotha Sil," == 1 ) DisableLevitation elseif ( GetPCCell "Mournhold" == 1 ) DisableLevitation else EnableLevitation endif end Link to comment Share on other sites More sharing options...
Povuholo Posted October 23, 2005 Author Share Posted October 23, 2005 Thanks. But where do i need to attach it to? I changed the cell name to my interior cell, but i can still levitate. The script works, it gives no error message. But in game, levitation is still possobile Link to comment Share on other sites More sharing options...
Kevin Woodman Posted October 23, 2005 Share Posted October 23, 2005 The easiest way i know of is to attach it to the the door going in to the cell. Begin NoLevitate if ( OnActivate == 1 ) if ( GetPCCell "YOUR CAVE CELL" == 1 ) DisableLevitation else EnableLevitation endif Activate endif End if you have more then one door attach the script to each door going in., NOT the doors in the cell but the doors leading to the cell. If that doesn't work then use a startscript command on the door.begin if ( OnActivate == 1 ) startscript nolevitate endif activate end begin nolevitate if ( GetPCCell "YOUR CAVE CELL" == 1 ) DisableLevitation else EnableLevitation end Link to comment Share on other sites More sharing options...
Marxist ßastard Posted October 23, 2005 Share Posted October 23, 2005 Woodman's scripts just plain won't work -- in fact, they're utterly grotesque. The best solution here is to avoid EnableLevitation and DisableLevitation altogether. Make this a startscript: begin "nolev.ssc" if ( getpccell "MY DUNGEONN OF MISTERIES!!!111!One1" ) if ( player->geteffect seffectlevitate ) messagebox "OMG LEVITATION DOESENT WERK HERE U STUPIOD!!!!!111!" player->removeeffects 10 endif endif end If you absolutely have to use DisableLevitation, then you'll need to change TribunalMain, and thus you'll need something to take care of the conflicts that will inevitably result; TribunalMain is a script that is edited very often in plugins. Link to comment Share on other sites More sharing options...
Kevin Woodman Posted October 24, 2005 Share Posted October 24, 2005 Not arguing that my scripts don't suck, but the disabling is exactly cut and paste from the tribunal script you suggested, and the door activator startscript is exactly what is used in metal queens boutique. The firstone i see why it won't work, i don't know what i was thinking, but startscripting the global should make sense, I did forget one endif...obviously.oh well i deserve critisism for using proven functioning code but not testing it before i posted. Thanks for the correction i'll put tape over my mouth:X Link to comment Share on other sites More sharing options...
Marxist ßastard Posted October 24, 2005 Share Posted October 24, 2005 There are two possibilities as far as your script goes -- it could either be executed before TribunalMain, or after TribunalMain. In the former instance, watch what happens: if ( GetPCCell "YOUR CAVE CELL" == 1 ) DisableLevitation else EnableLevitation endif if ( GetPCCell "Sotha Sil," == 1 ) DisableLevitation elseif ( GetPCCell "Mournhold" == 1 ) DisableLevitation else EnableLevitation endif Being that your cell is neither "Sotha Sil" or "Mournhold," it is catched by the else block, which enables leviation. TribunalMain nullifies your script. Consider what happens if it is executed afterwards: if ( GetPCCell "Sotha Sil," == 1 ) DisableLevitation elseif ( GetPCCell "Mournhold" == 1 ) DisableLevitation else EnableLevitation endif if ( GetPCCell "YOUR CAVE CELL" == 1 ) DisableLevitation else EnableLevitation endif Levitation is now enabled in Mournhold and Sotha Sil because both cells are caught in your script's else block. Your script goes in like John Calhoun, and like John Calhoun, gradually fades from the public eye, leaving a moderately-sized statue next to a major avenue in a port city, tarnished by years of acid rain and covered in seagull and pigeon feces. Hence, grotesque. Link to comment Share on other sites More sharing options...
Wookiee Posted October 24, 2005 Share Posted October 24, 2005 yeah just add in another elseif into the existing block youll be right Link to comment Share on other sites More sharing options...
Povuholo Posted October 25, 2005 Author Share Posted October 25, 2005 I'm getting all confused with all these scripts, this one is right and this one is wrong. Oh wait that one was wrong too and this one too, but this one is right. Could you please tell me once more what the good script is? begin "nolev.ssc" if ( getpccell "MY DUNGEONN OF MISTERIES!!!111!One1" ) if ( player->geteffect seffectlevitate ) messagebox "OMG LEVITATION DOESENT WERK HERE U STUPIOD!!!!!111!" player->removeeffects 10 endifendif end that doesn't work, unless i need to add it to some item. And yes i changed the id of the cell. Link to comment Share on other sites More sharing options...
Marxist ßastard Posted October 25, 2005 Share Posted October 25, 2005 Have you indicated it as a startscript? Link to comment Share on other sites More sharing options...
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