Genaxx Posted August 24, 2016 Posted August 24, 2016 Im trying to make a simple script that makes those affected by a magic effect unconscious. So far I have thisScriptname UnconsciousSCR extends activemagiceffect Actor Property Target Auto Event OnEffectStart(Actor akTarget, Actor AkCaster) Target.setUnconscious() Utility.wait(60) Target.setUnconscious(false) EndEventNot sure if I should be using bool or int instead :wacko: EDIT: Just realised what I missed, shame on me. :psyduck:
AlreadyBanned Posted October 22, 2016 Posted October 22, 2016 Howdy...care to enlighten us?My script is basically as followsScriptname TEST extends activemagiceffect native bool Function SetUnconscious(bool abUnconscious = true) native Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.SetUnconscious() endEventUnfortunately...this only works on Robots (Codsworth, P.A.M. ect...)
steve40 Posted October 23, 2016 Posted October 23, 2016 (edited) Scriptname UnconsciousSCR extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor AkCaster) akTarget.SetUnconscious(True) StartTimer(60.0) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) akTarget.SetUnconscious(False) EndEvent Event OnTimer(int aiTimerID) Dispel() EndEvent Edited October 23, 2016 by steve40
FlashyJoer Posted February 17, 2018 Posted February 17, 2018 Knowing this is severely necro'd, but still looking for some inside knowledge. I am trying to SetUnconscious(true) on the player for an exhaustion mechanism and it appears to work well - the player ragdolls to the ground, but they immediately get back up prior to my screenfade, hour change and the actual SetUnconscious(false) command. This said, is there some sort of undocumented condition that prevents the ragdoll'd player from staying inert on the ground until the SetUnconscious(false) is called 30 seconds later (on a timer, as above in Steve40's example).
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