Crystalking52 Posted February 22, 2014 Share Posted February 22, 2014 Greetings, I'm trying to make a script that kills an NPC and has them go through the Alien Blaster death animations (turning blue and whatnot). I do not know what command to enter however and searching has turned up nothing. Anybody know the right command? Link to comment Share on other sites More sharing options...
jazzisparis Posted February 23, 2014 Share Posted February 23, 2014 rTarget.KillActor playerrTarget.CIOS AlienDisintegrationFXSpell rTarget is a reference-type variable that should hold the target NPC's Reference ID when executing the above commands. Link to comment Share on other sites More sharing options...
Crystalking52 Posted February 23, 2014 Author Share Posted February 23, 2014 rTarget.KillActor playerrTarget.CIOS AlienDisintegrationFXSpell rTarget is a reference-type variable that should hold the target NPC's Reference ID when executing the above commands.Greetings sir, I'm afraid CIOS did not work. KillActor Player did work however (it credited my character with the kill, but removing the player part fixed that.) Anything else I could try? Link to comment Share on other sites More sharing options...
jazzisparis Posted February 23, 2014 Share Posted February 23, 2014 I'm afraid CIOS did not workDid not work as in the script will not save, or the effect is not applied on the target, in-game?Please post the script you are using. Link to comment Share on other sites More sharing options...
Crystalking52 Posted February 23, 2014 Author Share Posted February 23, 2014 It saved fine, but the effect did not show up in-game at all nor was the corpse replaced with an ash pile (this does not perturb me much as I just want the corpse to be permanently blue and see-through.) I am using an edited VERT5AlienWWScript to enable the Mercenary Leader regardless of whether you have Wild Wasteland or not, but if you do have it, he spawns killed by an Alien Blaster. Here's the script: Scn VERT5AlienWWScript ; - Jorge Short bPlayerEnters Short bEventFound Short bEventFinished Short iCount Float fTimer Begin OnLoad If bEventFinished != 1 Set bPlayerEnters to 1 Else Disable MarkForDelete Endif End Begin GameMode If bEventFinished != 1 If bPlayerEnters == 1 If Player.HasPerk WildWasteland == 1 If bEventFound != 1 If GetDistance Player >= 6000 || VERT5AlienShipREF.GetDisabled != 1 Set fTimer to ( fTimer + GetSecondsPassed ) If iCount < 1 VERT5AlienShipREF.Enable Set iCount to 1 Elseif iCount == 1 && fTimer >= 0.5 VERT5AlienCaptainREF.Enable VERT5MercBossREF.Enable VERT5MercBossREF.KillActor VERT5MercBossREF.CIOS AlienDisintegrationFXSpell VERT5MercBossREF.EquipItem ArmorCombatReinforced VERT5MercBossREF.EquipItem ArmorCombatHelmetReinforced Set iCount to 2 Return Elseif iCount == 2 && fTimer >= 1 VERT5Alien01REF.Enable Set iCount to 3 Return Elseif iCount == 3 && fTimer >= 1.5 VERT5Alien02REF.Enable Set bEventFound to 1 Set iCount to 0 Return Endif Endif Else If Player.GetItemCount WeapAlienBlaster >= 1 Set bEventFinished to 1 Endif Endif Elseif Player.HasPerk WildWasteland != 1 If bEventFound != 1 If GetDistance Player >= 6000 || VERT5MercBossREF.GetDisabled != 1 Set fTimer to ( fTimer + GetSecondsPassed ) If iCount < 1 VERT5MercBossREF.Enable Set iCount to 1 Elseif iCount == 1 && fTimer >= 0.5 VERT5Merc01REF.Enable Set iCount to 2 Return Elseif iCount == 2 && fTimer >= 1 VERT5Merc02REF.Enable Set iCount to 3 Return Elseif iCount == 3 && fTimer >= 1.5 VERT5Merc03REF.Enable Set iCount to 4 Return Elseif iCount == 4 && fTimer >= 2 VERT5Merc04REF.Enable Set bEventFound to 1 Set iCount to 0 Return Endif Endif Else If Player.GetItemCount WeapNVGaussRifleUnique >= 1 Set bEventFinished to 1 Endif Endif Endif Endif Endif End Link to comment Share on other sites More sharing options...
jazzisparis Posted February 23, 2014 Share Posted February 23, 2014 I suspect enabling an actor and calling CIOS on it, both in the same frame, will not work properly. Try this: Scn VERT5AlienWWScript ; - Jorge Short bPlayerEnters Short bEventFound Short bEventFinished Short iCount Float fTimer Short bApplyEffect Begin OnLoad If bEventFinished != 1 Set bPlayerEnters to 1 Else Disable MarkForDelete Endif End Begin GameMode If bEventFinished != 1 If bPlayerEnters == 1 If Player.HasPerk WildWasteland == 1 If bEventFound != 1 If GetDistance Player >= 6000 || VERT5AlienShipREF.GetDisabled != 1 Set fTimer to ( fTimer + GetSecondsPassed ) If iCount < 1 VERT5AlienShipREF.Enable Set iCount to 1 Elseif iCount == 1 && fTimer >= 0.5 VERT5AlienCaptainREF.Enable VERT5MercBossREF.Enable set bApplyEffect to 1 Set iCount to 2 Return Elseif iCount == 2 && fTimer >= 1 VERT5Alien01REF.Enable Set iCount to 3 Return Elseif iCount == 3 && fTimer >= 1.5 VERT5Alien02REF.Enable Set bEventFound to 1 Set iCount to 0 Return Endif Endif ElseIf Player.GetItemCount WeapAlienBlaster >= 1 Set bEventFinished to 1 Endif Elseif Player.HasPerk WildWasteland != 1 If bEventFound != 1 If GetDistance Player >= 6000 || VERT5MercBossREF.GetDisabled != 1 Set fTimer to ( fTimer + GetSecondsPassed ) If iCount < 1 VERT5MercBossREF.Enable Set iCount to 1 Elseif iCount == 1 && fTimer >= 0.5 VERT5Merc01REF.Enable Set iCount to 2 Return Elseif iCount == 2 && fTimer >= 1 VERT5Merc02REF.Enable Set iCount to 3 Return Elseif iCount == 3 && fTimer >= 1.5 VERT5Merc03REF.Enable Set iCount to 4 Return Elseif iCount == 4 && fTimer >= 2 VERT5Merc04REF.Enable Set bEventFound to 1 Set iCount to 0 Return Endif Endif ElseIf Player.GetItemCount WeapNVGaussRifleUnique >= 1 Set bEventFinished to 1 Endif Endif Endif Elseif bApplyEffect set bApplyEffect to 0 VERT5MercBossREF.KillActor VERT5MercBossREF.CIOS AlienDisintegrationFXSpell VERT5MercBossREF.EquipItem ArmorCombatReinforced VERT5MercBossREF.EquipItem ArmorCombatHelmetReinforced Endif End Link to comment Share on other sites More sharing options...
Crystalking52 Posted February 23, 2014 Author Share Posted February 23, 2014 Tried your script and it left the Mercenary Leader alive. But I tried shifting the kill command and the cios command to another icount section and that did the trick! I didn't even need the equip commands either (before he was spawning in with nothing equipped, probably also to do with killing him as soon as he was enabled.) Link to comment Share on other sites More sharing options...
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