Kerberus14 Posted May 7, 2015 Share Posted May 7, 2015 SetUnconscious won't work.PushActor only does it for a while.Adding a paralysis effect won't do that either. I just want to 'kill' the actor without actually killing him. Link to comment Share on other sites More sharing options...
lofgren Posted May 7, 2015 Share Posted May 7, 2015 (edited) Use a peak actor value effect or a script to set paralysis to 1 or higher, then give'm a a slight push with pushactoraway. Edited May 7, 2015 by lofgren Link to comment Share on other sites More sharing options...
acidzebra Posted May 7, 2015 Share Posted May 7, 2015 I just want to 'kill' the actor without actually killing him. Why not? It's just a reference. You can spawn more later if you need them. Anyway, I think you're looking for PushActorAway(target, -1) or ApplyHavokImpulse, see this thread for some discussion and the ck wiki of course. http://forums.nexusmods.com/index.php?/topic/650588-papyrus-code-issues-for-telekinesis-spell/ Link to comment Share on other sites More sharing options...
Kerberus14 Posted May 7, 2015 Author Share Posted May 7, 2015 (edited) It's because I'm 'killing' the player character, not another NPC. The player itself. I want the character to behave like he is dead but not actually dead. Edited May 7, 2015 by Kerberus14 Link to comment Share on other sites More sharing options...
acidzebra Posted May 7, 2015 Share Posted May 7, 2015 Okay, then the two functions I listed may help you. Not sure if you're aware, but you can also disable the player controls and use AI packages/quests/other stuff to control behavior and more, you can grab some badly documented source code from this mod. Link to comment Share on other sites More sharing options...
lofgren Posted May 7, 2015 Share Posted May 7, 2015 Not to mention if the reference is unique and/or in a formlist, script, alias, or linkedref you could potentially bork them by killing and respawning him. Link to comment Share on other sites More sharing options...
Kerberus14 Posted May 7, 2015 Author Share Posted May 7, 2015 I seriously remember using SetUnconscious 1 year ago and and he would fall to the ground, but now no longer.. Link to comment Share on other sites More sharing options...
lofgren Posted May 7, 2015 Share Posted May 7, 2015 The method I described above definitely works for NPCs. Link to comment Share on other sites More sharing options...
Kerberus14 Posted May 7, 2015 Author Share Posted May 7, 2015 The method I described above definitely works for NPCs. I know.. this seems like the only thing that I can do: PlayerRef.AddSpell(MG08ParalysisAbility)PlayerRef.PushActorAway(PlayerRef, 0) But he looks so stiff.. Link to comment Share on other sites More sharing options...
lofgren Posted May 7, 2015 Share Posted May 7, 2015 That's because you are using the paralysis archetype. What you want instead is to fortify the paralysis actor value by 1. This will prevent the target from standing up without making him stiff. Link to comment Share on other sites More sharing options...
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