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Posted

Im trying to make a simple script that makes those affected by a magic effect unconscious.

 

So far I have this

Scriptname UnconsciousSCR extends activemagiceffect

Actor Property Target Auto

Event OnEffectStart(Actor akTarget, Actor AkCaster)
	Target.setUnconscious()
	Utility.wait(60)
	Target.setUnconscious(false)
EndEvent

Not sure if I should be using bool or int instead :wacko:

 

EDIT:

 

Just realised what I missed, shame on me. :psyduck:

  • 1 month later...
Posted

Howdy...care to enlighten us?

My script is basically as follows

Scriptname TEST extends activemagiceffect native

bool Function SetUnconscious(bool abUnconscious = true) native

Event OnEffectStart(Actor akTarget, Actor akCaster)

akTarget.SetUnconscious()

endEvent

Unfortunately...this only works on Robots (Codsworth, P.A.M. ect...)

Posted (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 by steve40
  • 3 weeks later...
  • 1 year later...
Posted

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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