brownbear258 Posted August 15, 2011 Share Posted August 15, 2011 im not good at writing scripts at all but what im trying to do is write a script for an activator effect so when you walk into a sandstorm your health starts take damage and increases radiation, but i cant find how to write these effects anyone know how? Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted August 15, 2011 Share Posted August 15, 2011 I don't know a way to make it for every sandstorm, but since there are only a few in the whole game, there are some ways you can do it:Set up a trigger zone around the sandstorm with the following script: Begin OnTriggerEnter Player player.addspell SandstormDamage (or whatever u wanna call it. make sure to add both the radiation and health damaging effects to it) End Begin OnTriggerExit Player player.removespell SandstormDamage End Its pretty basic, but it should get the job done. Any questions on what more to do? Link to comment Share on other sites More sharing options...
brownbear258 Posted August 15, 2011 Author Share Posted August 15, 2011 (edited) thanks yeah i was only planning to do it on the sandstorms i put in the mod im working on i wanted to make it so it would be a pain in the ass to enter the mods major city without geting a certain headgear you had to make-to do this would you write a script "removespelleffect"? Edited August 16, 2011 by brownbear258 Link to comment Share on other sites More sharing options...
wcstorm11 Posted August 16, 2011 Share Posted August 16, 2011 (edited) Add a condition to the effect: getequipped yourHelmet. That's not verbatim but the base idea is that the spell will still be cast but won't effect the player if he has a helmet on EDIT: If you want to get even craftier, you can use a form list, instead of just your helmet. That way you could, for example, allow people with a radiation suit or power armor helmet to pass through as well, without adding a ton of conditions. Feel free to ask me if you need any more help Edited August 16, 2011 by wcstorm11 Link to comment Share on other sites More sharing options...
brownbear258 Posted August 16, 2011 Author Share Posted August 16, 2011 (edited) yeah i was thinkin about doing it for the suites and PA aswell. how do you go about adding a condition to the effect though? im not very familiar at doing stuff like this Edited August 16, 2011 by brownbear258 Link to comment Share on other sites More sharing options...
wcstorm11 Posted August 16, 2011 Share Posted August 16, 2011 So if you are going to be adding that effect to a player, it'll be an actor effect. 1) Create new actor effect2) Right Click in the right pane of the new window and select "new"3) Choose your effect ie "Damage Radiation Level"4) Again, in the right side of this window, right click and select new. This is where you enter your conditions5) In this case, your condition would be GetEquipped, and in the box add your form list. Will this effect be taking place across an entire cell, or just one section of it? Because a very "sturdy" way to do it would be to create a quest script that says: if player.getInCell yourCell && player.getEquipped yourFormList == 0 player.damagehealth 15 endif In that case, the quest script delay would decide how often to damage the player's health. The effect would be much easier to manage and much less could go wrong. Of course, this would have to apply to the whole cell unless I'm missing something Link to comment Share on other sites More sharing options...
brownbear258 Posted August 16, 2011 Author Share Posted August 16, 2011 ok so what ive done is go into actor effect-opened up the SandstormstormDamage (SSD) effect-created a new effect item-i set the Effect: RestoreRadiationLevel Target: subject FunctionName: GetEquipped FunctionInof: Armor 'SandstormMask' (the amor that protects you from the SSD SpellEffect) Comp: == (values are in the following lines)-set it to restore radation lvl (same value as the SSD effect.) and that will cancel out the damage radiation effect of SSD?-^^^same as above for the Damage health effect of SSD? im in the geck at the moment so when i test it out ill edit this post with the results Link to comment Share on other sites More sharing options...
wcstorm11 Posted August 16, 2011 Share Posted August 16, 2011 Oh, if you are editing the existing effect, then just open the existing one and add the condition. Thought that way might work, I wouldn't do it. Link to comment Share on other sites More sharing options...
brownbear258 Posted August 16, 2011 Author Share Posted August 16, 2011 (edited) yeah the way i just tried didnt works so well. can you explain step by step how you would do it please? the effect covers about half a cell edit: just created a new spell and now im trying to write a script for OnEquip/UnEquip but i dont know how to write it. so far i have this begin OnEquip SandstormMask (tab)addspell SandstormMaskSpell(restores values that the SSD damages) end begin OnUnequip SandstormMask (tab)removespell SandstormMaskSpell end the script wont save what am i missing? Edited August 16, 2011 by brownbear258 Link to comment Share on other sites More sharing options...
wcstorm11 Posted August 16, 2011 Share Posted August 16, 2011 No If you want to use the trigger route, add an activator around the sandstorm, and use this script: Begin onTriggerEnter Player player.addspell Sandstormdamage (Spell that adds radiation) End Begin onTriggerLeave player player.removespell SandstormDamage End Now, open the sandstormdamage effect, and in that, open the individual effect that actually adds damage/radiation. Then, in the right pane, add the condition I described earlier. So rather than having the helmet loop with the effect, the effect just won't effect the player if he/she is wearing the helmet Link to comment Share on other sites More sharing options...
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