SillyKristy Posted October 12, 2011 Share Posted October 12, 2011 So I had the idea to make a small mod for myself that incorporated a few circles of elements scattered around Cyrodiil, which, when used for the first time, will teach the player the various Witcher Signs. To that end I started with creating the spells themselves. I started with the Aard but quickly hit a snag - I couldn't figure out how to make PushActorAway compile properly. It keeps hanging up on the target reference and I can't figure out what to put there. I closed the CS without saving but my script looked something like: scn AardSpellScript short self begin ScriptEffectStart set self to getSelf player.pushactoraway self 27 end I'm sure it's obvious why that didn't work (I think it's trying to reference the spell instead of the target thereof, as the target of pushactoraway? idk). Can anyone help me out? I did make sure to set the script type to Magic Effect and I'm using OBSE if that helps. Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted October 12, 2011 Share Posted October 12, 2011 (edited) According to the Wiki, and my memory, GetSelf is the correct way to obtain the target of the spell (when you need it as an actual reference and can't use the fact it's the global default for all function calls in a spell script).Have you tried it with "self" of type "ref" instead of "short"? Edited October 12, 2011 by DrakeTheDragon Link to comment Share on other sites More sharing options...
SillyKristy Posted October 12, 2011 Author Share Posted October 12, 2011 (edited) I haven't tried that, I'll give it a shot. EDIT: Yep, that was the problem. I even tested it ingame and it worked as expected...mostly. I may need to tweak the magnitude a little but the basic function is correct. Edited October 12, 2011 by Deadlykris Link to comment Share on other sites More sharing options...
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