JayManGTA Posted April 4, 2016 Share Posted April 4, 2016 (edited) I decided to make a trait that forces the user to wea contacts. Not wearing them causes the screen to go blurry. The only way to stop this effect is by using Contacts (Temporary).Thing is, when I use said contacts, the effect doesn't fade away.The trait starts a "Desease" script which adds the screen FX. Using ActorEffect/Poison/Ability won't work.I tried adding "Dispel" and "RemoveSpell" to the cure script (which removes the effect), but for some reason, they don't work. Using Cure Desease Effect Archetype won't work, either.What am I doing wrong here? Edited April 4, 2016 by JayManGTA Link to comment Share on other sites More sharing options...
Jokerine Posted April 4, 2016 Share Posted April 4, 2016 If anything else fails, you could always try with a quest script that will check if the player is wearing the contacts. This quest would be started when the player takes the trait. Something like so... scn TraitQuestScript Begin GameMode if player.GetEquipped ContactsID RIMOD YourBlurryVision Else IMOD YourBlurryVision endif End I'm kinda writing this from memory but I think it may work. Good luck :) Link to comment Share on other sites More sharing options...
JayManGTA Posted April 4, 2016 Author Share Posted April 4, 2016 Thing is, I made the contacts a consumable (let's assume the main character keeps dropping them every couple of days). How should I do this, then? Link to comment Share on other sites More sharing options...
Jokerine Posted April 4, 2016 Share Posted April 4, 2016 Hm... In that case, the unused script AntNectarSCRIPTfx (which is used by AntNectarEFFECT, unused as well) shows how to add an IMOD to an actor effect so you can time it. You could start off with that and try to make it suit your needs :) Link to comment Share on other sites More sharing options...
JayManGTA Posted April 4, 2016 Author Share Posted April 4, 2016 (edited) Hm... In that case, the unused script AntNectarSCRIPTfx (which is used by AntNectarEFFECT, unused as well) shows how to add an IMOD to an actor effect so you can time it. You could start off with that and try to make it suit your needs :smile:It works, sort of. When using the cure the effect is removed. Problem is, it's removed permanently. EDIT: I added a begin ScriptEffectFinish in the "Cure" script. It's working as intended now. Thanks for the help, by the way. Edited April 4, 2016 by JayManGTA Link to comment Share on other sites More sharing options...
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