Xander9009 Posted February 23, 2014 Share Posted February 23, 2014 You shouldn't be getting errors now. It should compile fine. I forgot to reset the variables to 0 after the first debug (the second debug was an afterthought), but that wouldn't cause errors. What are the errors, I'm updating the script so it resets the variables like it should). Just post the whole error log and tell us what the line number for the event's start is. Just put the cursor on the Event OnEffectSTart() line (so you could type there), and the bottom right corner of the window will tell you what line it is. Link to comment Share on other sites More sharing options...
Beccy Posted February 23, 2014 Author Share Posted February 23, 2014 Ok, Results are in! : The Script Compiled perfectly that time by the way, don't know how/why it was different. i've not changed anything my end, -2: Caster: 1, Target: 0-1: Caster: 1, Target: 0 were the two lines of text, Link to comment Share on other sites More sharing options...
Xander9009 Posted February 23, 2014 Share Posted February 23, 2014 I updated the script. But it you can ignore that. Don't bother with it (unless you really want to). It looks like it is in fact the function itself. Nothing we can change within the script event would fix the issue as far as I can think of off-hand. If I think of a way to do it, I'll let you know. But honestly, I'm not particularly hopeful. You'll need to figure out how Requiem is messing with that function. Link to comment Share on other sites More sharing options...
Beccy Posted February 23, 2014 Author Share Posted February 23, 2014 I've messaged Ogerboss to ask him, see if i get a reply, the only option i can think of beyond that is to use a different targeting method, possibly an invisible projectile like other mods use, (namely Sjoggas Psijic Teleport Spells as an example) Thanks for your help in identifying the issue though Xander! You've been awesome. Beccy Link to comment Share on other sites More sharing options...
Xander9009 Posted February 23, 2014 Share Posted February 23, 2014 Let me know how this works. Event onEffectStart(Actor akTarget, Actor akCaster) if (akCaster.HasMagicEffect(vPHOECDFF)) dispel() debug.trace("FMR ---> Phoenix Strike failed because of cooldown.") return endif caster = akCaster ; target = caster.getCombatTarget() ; if ( target ) && ( target.getFlyingState() == 0 ) if (bMain) vs.UpdateAffinityProgress(sIndex) vs.UpdateXP(sIndex = sIndex, fMin = 5.0, fMax = 10.0, fGrowth = 1.5, bQuiet=0) endif caster.doCombatSpellApply(PHOECD, caster) sfx00.play(caster) efx.play(caster) fx1 = caster.getPositionX() fy1 = caster.getPositiony() fz1 = caster.getPositionz() fx2 = target.getPositionX() fy2 = target.getPositiony() ; fx2 = target.getPositionX() + (120 * Math.Sin(target.GetAngleZ())) ; fy2 = target.getPositiony() + (120 * Math.Cos(target.GetAngleZ())) fz2 = target.getPositionz() debug.trace("FMR ---> Phoenix Strike moving the player character now.") caster.translateto(fX2, fY2, fZ2, 0.0, 0.0, 0.0, 3000.0) ; else ; dispel() ; if ( target ) ; debug.trace("FMR ---> Phoenix Strike failed because target is flying.") ; else ; debug.trace("FMR ---> Phoenix Strike failed because target is None.") ; endif endif Endevent I don't know how the rest of the script is running or how the secondary effect works, so this might not work at all. It basically appears it only needs the target to make sure it's not flying. I just took that out. It'll now work on dragons even though it isn't supposed to, but at least it'll work. That is, if it works lol. Link to comment Share on other sites More sharing options...
Beccy Posted February 23, 2014 Author Share Posted February 23, 2014 Just walked in from a slightly busy day Xander, but i'll give it a try in asec, stay tuned. Link to comment Share on other sites More sharing options...
Beccy Posted February 23, 2014 Author Share Posted February 23, 2014 Starting 1 compile threads for 1 files... Compiling "vRiftEffectScript"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\vRiftEffectScript.psc(45,1): mismatched input 'endif' expecting ENDEVENT No output generated for vRiftEffectScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on vRiftEffectScript Was the result, compiled it anyway, not sure if it worked though, because i still got the caster updates in the top left of the screen and i don't see that in the coding :S Link to comment Share on other sites More sharing options...
Xander9009 Posted February 23, 2014 Share Posted February 23, 2014 Put a semi-colon before the last EndIf (third line from the bottom). Link to comment Share on other sites More sharing options...
Beccy Posted February 23, 2014 Author Share Posted February 23, 2014 Thanks Xander, will do, will get back to you in a sec Link to comment Share on other sites More sharing options...
Beccy Posted February 23, 2014 Author Share Posted February 23, 2014 Tested, the spell fired, but i basically just got teleported endlessly west, like, through the landscape for an infinite distance to the west >< Link to comment Share on other sites More sharing options...
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