silvericed Posted August 19, 2015 Share Posted August 19, 2015 My quick-question. Actor.ClearLookAt has no effect on player, unless I'll perform `SetAnimationVariableInt("IsNPC", 0)`, which doesn't look good. It's known issue? Link to comment Share on other sites More sharing options...
Mattiewagg Posted August 19, 2015 Author Share Posted August 19, 2015 My quick-question. Actor.ClearLookAt has no effect on player, unless I'll perform `SetAnimationVariableInt("IsNPC", 0)`, which doesn't look good. It's known issue?IIRC a you have to DisablePlayerControls and SetPlayerAI driven first. Link to comment Share on other sites More sharing options...
lofgren Posted August 19, 2015 Share Posted August 19, 2015 Oh, abilities always last forever. Change it to a spell. Link to comment Share on other sites More sharing options...
Kerberus14 Posted August 19, 2015 Share Posted August 19, 2015 Yeah, it worked now, how can I make it refresh itself via the MagicEffect menu in CK? I can do it via script but I just want the effect to refresh itself when casted, I don't want it to stack. Link to comment Share on other sites More sharing options...
lofgren Posted August 19, 2015 Share Posted August 19, 2015 Check No Recast. That will make each no cast of the spell replace an older version. Alternatively if you are using peak value modifier you can give it a keyword and select the keyword as parameter 2. This will make it ao that only the largest magnitude effect applies. Link to comment Share on other sites More sharing options...
silvericed Posted August 19, 2015 Share Posted August 19, 2015 (edited) My quick-question. Actor.ClearLookAt has no effect on player, unless I'll perform `SetAnimationVariableInt("IsNPC", 0)`, which doesn't look good. It's known issue?IIRC a you have to DisablePlayerControls and SetPlayerAI driven first. Eh, that's pretty bad as I hoped to still be able to play the game while looking at various things. Found some weird tricks while looking at other mods:playerActor.ClearLookAt() playerActor.SetLookAt(playerActor as ObjectReference, false) playerActor.ClearLookAt() [Edit]No matter how weird it is, it works Edited August 19, 2015 by silvericed Link to comment Share on other sites More sharing options...
lordvalinar Posted August 20, 2015 Share Posted August 20, 2015 @Mattiewag sadly I'm still not getting what you tried to tell me earlier... like I get the "GetActorValuePercentage" function, as it returns a float. That's fine, but how do I damage the player's Magicka by percentage? the only function I found was "DamageActorValue" but that's in terms of actual points..... while accepting flaots too sure. but "Game.GetPlayer().DamageActorValue Magicka <value>" how do I put that in terms of total Magicka %? damaging 95% of total magicka? Link to comment Share on other sites More sharing options...
lofgren Posted August 20, 2015 Share Posted August 20, 2015 You will have to do some math. GetActorValuePercentage = current percent of total.GetActorValue = current value (1 / GetActorValuePercent) * GetActorValue = Current max Current Max * 0.95 = amount to damage magicka by Link to comment Share on other sites More sharing options...
lordvalinar Posted August 20, 2015 Share Posted August 20, 2015 lol first thing popped into my head when you said that was "Awwww maaaaaan. I gotta do MAAAATH!?" xD lol but alright cool thanks! I think I should be able to work with this! Thanks everyone for the help :D You will have to do some math. GetActorValuePercentage = current percent of total.GetActorValue = current value (1 / GetActorValuePercent) * GetActorValue = Current max Current Max * 0.95 = amount to damage magicka by Link to comment Share on other sites More sharing options...
kaleidx Posted August 21, 2015 Share Posted August 21, 2015 Okay, how about this:Is there a way to fill an alias with a random battle target and then use that reference alias in a scene? Link to comment Share on other sites More sharing options...
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