Xcelcio Posted November 13, 2009 Author Share Posted November 13, 2009 @RagnaOh right, that would work too :rolleyes: , again thanks. @grmblfI was thinking the first one "it inflicts damage as long as you wish to keep your stats drained". After reading posts here (and further tinkering with the script) I realized you're pointing that there is a problem in the "target" -"How do you plan to make a 'damage area' spell lasting until you toggle again the spell?", by grmblf -"You are not on fire until the fire-ball hits you.", by Pronam So how bout making a "dummy" invisible actor/object (collision off and scaled down/reduced in size perhaps) which would be called by the script, AND follow the PC around 'till dismissed, to be the dummy target for activating the "area damage". (The dummy actor/object would be the one targeted and emits damage)You think it's more plausible? *P.S. I'd like to say that I'm really grateful and honored by your comments/suggestions, thank you for keeping up with a n00b like me =p. Please keep it coming!!! :biggrin: Link to comment Share on other sites More sharing options...
grmblf Posted November 13, 2009 Share Posted November 13, 2009 So how bout making a "dummy" invisible actor/object (collision off and scaled down/reduced in size perhaps) which would be called by the script, AND follow the PC around 'till dismissed, to be the dummy target for activating the "area damage". (The dummy actor/object would be the one targeted and emits damage)You think it's more plausible?It's not necessary and would make things more difficult but yeah depending on how you want it to perform maybe that's the way to go. You can make area effects on touch. There's an option for spells on touch to "explode" even if they hit no target, more or less this becomes a spell with AoE with you as center. The problem it has is that the player has to play the animation like 'on touch' spells, with both hands. If this effect triggers every 5 seconds it's ok, but if it triggers every second maybe the player can't do anything else but moving around "pushing" the air and creating expanding blasts. To make it actualy it looks like the player does nothing but the blasts still coming from him then that's a bit more complicated. You could use an invisible activator object that cast the spell (of the same type, on touch + explodes with no target) and place it every second in the position of the player just before casting the spell, so it will look like the "blast" comes from the player's body, but guess... the spell will also affect the player. Maybe the best option would be making the damage effect being fire, shock or frost instead of damage health, so you can give the player 100% or 200% shield to that element, instead of 100% magicka protection wich would be quite overpowered. Here's a tutorial to make that activator thing, http://cs.bethsoft.com/constwiki/index.php...om_An_Activatoryou don't need to create a new mesh, simply use a fire model, make it permanent and disabled, it will be invisible. Link to comment Share on other sites More sharing options...
Xcelcio Posted November 14, 2009 Author Share Posted November 14, 2009 Yes, i see what you're trying to say. Point taken. So the spell would just summon / banish the activator object, while the dummy does the job. It seems promising :D Thanks grmblf. Link to comment Share on other sites More sharing options...
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