paladicprince Posted October 6, 2009 Share Posted October 6, 2009 It should be working now grmblf. And every time I see your name it makes me think of a grumbly elf haha. And I'd be glad to help you with your scripts too as needed :) Actually, I just realized, you're working on the chargeable spells right? I'm super excited to hear how that comes out. Link to comment Share on other sites More sharing options...
RagnaHighArc Posted October 6, 2009 Author Share Posted October 6, 2009 It should be working now grmblf. And every time I see your name it makes me think of a grumbly elf haha. And I'd be glad to help you with your scripts too as needed :) Actually, I just realized, you're working on the chargeable spells right? I'm super excited to hear how that comes out. Yeah i'll just use your script instead. It's just easier to modify than PJ's. Hey you should release the code as a mod. There were people asking for a spell that does what your code does in Pj's mod page. They called it Assassin's Rush. i don't think PJ will mind if you post a link in his page :biggrin: , since he's now into modding fallout3. /// Placing this code in two different areas in your script causes 2 interesting things set rt to ragnaTeleport;Your Activator set to a reference rt.moveTo player Putting it in the "Begin ScriptEffectStart" block will teleport the enemy next to you. Could be used to teleport enemies to the sky or to drop heavy objects on enemies. And putting it in the "begin scriptEffectUpdate" block will cause the caster to switch places with the enemy. Umm... you could jump off a high bridge, then cast the spell one someone on the bridge and switch places with them in the air hehe. Or maybe this could be used to make a real teleport spell, one that could teleport you away or to areas. Anyway, i was trying to get a shader effect to display properly with the help of an activator, but i ended up getting those results. Link to comment Share on other sites More sharing options...
paladicprince Posted October 6, 2009 Share Posted October 6, 2009 Haha funny. Those could be fun effects but they could easily enough be done without an activator. And what's the issue with the shader effect? Have you tried the command PlayMagicShaderVisuals? Of course that only applies if you mean a magic effect shader. But obviously player.PlayMagicShaderVisuals would do it on yourself, and Self.PlayMagicShaderVisuals (if used inside of my script) would apply the effect to the target. :) And Fallout 3 is fun to mod, but I went the other way and modded that first then Oblivion XD At any rate I've uploaded the file :) It's labelled PPAssasinsRush so you can download it for the reference if you'd like. Link to comment Share on other sites More sharing options...
RagnaHighArc Posted October 6, 2009 Author Share Posted October 6, 2009 yeah the shader works with player.playMSV. The thing is, the particle texture i made is a line meant to represent forward movement and when the player emits them, they appear as lines pointing east and west. I want them to point north and south since the player will be moving forward or backward during the spell. That's why i used an activator, made it turn 90degrees right, and had it emit the particles, but instead i ended up getting those funny results. What should i do in order to get the particles to face the correct direction? Should i write another script which calls the shader on the activator, and then have that script call on the spell? Link to comment Share on other sites More sharing options...
paladicprince Posted October 6, 2009 Share Posted October 6, 2009 Do you mean they appear east and west relative to your player or to North? Cuz I don't see how you would want it to always point north... Link to comment Share on other sites More sharing options...
paladicprince Posted October 6, 2009 Share Posted October 6, 2009 I haven't messed with particles and such yet as so far I've found the standard ones to be enough for me. Just a tough is it as simple as rotating the texture 90 degrees? It may not be, but if you haven't tried it it's worth a shot. Or, since I only bageuly understand what you're going for, you could do what PJ did in his original spell and use Player.TriggerEffectShader 1 to blur the screen a bit when you use the spell. Also, is this the only code you added that gave you that weird effect? set rt to ragnaTeleport;Your Activator set to a reference rt.moveTo player Link to comment Share on other sites More sharing options...
RagnaHighArc Posted October 6, 2009 Author Share Posted October 6, 2009 I haven't messed with particles and such yet as so far I've found the standard ones to be enough for me. Just a tough is it as simple as rotating the texture 90 degrees? It may not be, but if you haven't tried it it's worth a shot. Or, since I only bageuly understand what you're going for, you could do what PJ did in his original spell and use Player.TriggerEffectShader 1 to blur the screen a bit when you use the spell. Also, is this the only code you added that gave you that weird effect? set rt to ragnaTeleport;Your Activator set to a reference rt.moveTo player Yeah that's the code i used. Anyway, there's no rotation option for shader particles. And yes, the particles appear east and west relative to my position, which kinda gives the effect of wind running across the screen with the right settings. That could actually be used to enhance the game's atmosphere, if the effect is relatively mild. But yeah, i noticed that the particles appeared to emit correctly on the person hit by the spell, even though it teleports them. So, i think i have to write a another script to handle the activator and the spell. Link to comment Share on other sites More sharing options...
paladicprince Posted October 6, 2009 Share Posted October 6, 2009 Hmm... Yeah it's definitely beyond me the way particles work at this point. I couldn't tell you, you might be better off making a new topic for that issue. :) Though a wind effect is kinda neat haha. Link to comment Share on other sites More sharing options...
RagnaHighArc Posted October 7, 2009 Author Share Posted October 7, 2009 I wanna correct something. The code i used to achieve the strange effects wasn't exactly correct set rt to ragnaTeleport;"ragnaTeleport" is the name of the activator in the Object Window, not it's Reference Editor ID. rt.moveTo player "ragnaTeleport" needed to be replace with "ragnaSource", it's Reference Editor ID, the one found in Cell View. Even creating the AOE Spell from the tutorial in The CS Wiki caused teleport effects. Link to comment Share on other sites More sharing options...
paladicprince Posted October 8, 2009 Share Posted October 8, 2009 That's really weird. I've been working on something else but out of curiosity I'm going to try to replicate that. Also as a side note... I've been working on something that would benefit from that "wind" effect. But I've yet to understand particles and I haven't found a great tut yet. If you know of a tut let me know, but at any rate can you either tell me how you achieved that effect? Or simply upload it as an esp for me to reference? Thanks :) Link to comment Share on other sites More sharing options...
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