Phrozin Posted February 21, 2017 Share Posted February 21, 2017 I've been trying to figure out a way to make a weapon that would effect it's target from a list of effects (blind, paralyze, radiation, etc). Anyone know of a good way to do this? Link to comment Share on other sites More sharing options...
Mktavish Posted February 21, 2017 Share Posted February 21, 2017 Well I guess first thing you need to figure out all the effects you want to use (Actor Effects)Might want to just make all your own even if you duplicate them exactly ... but you could call to the vanilla ones if you don't have to adjust them. And you may have to replicate some base effects the actor effects use if you need to adjust stuff on that window. But once you have all your actor effects lined out ... 10 of them for example. Then make a base effect that is archetype "Script" and attach a script for the assoc item (effect type script :example below) On the flags ... Set Hostile and Recover ... but not sure you'll need these 2.Then also flag it ... self/touch/target ... no duration/no magnitude/no area . Here's an example script (Effect Type) SCN MyRandomEffectScript Short DieRoll Begin ScriptEffectStart Set DieRoll to GetRandomPercent If DieRoll < 11 CIOS MyActorEffect01 If DieRoll > 10 && DieRoll < 21 CIOS MyActorEffect02 If DieRoll > 20 && DieRoll < 31 CIOS MyActorEffect03 ; Etc ... for rest of iteration endifendifendif END~~~~~~~~~~~~~~~~~~~~~~~~~ CIOS is the short version for "CastImmediateOnSelf" in case your wondering.So obviously to save this script you need to have the form-id's in place for the Actor Effects .And all of those Actor Effects must have a self range and a non zero duration to work. So now you make a new Object effect , then attach the base effect that runs this script.And you just attach that Object Effect to your weapon. I'm pretty sure that will work ... but if you get stuck or one of the actor effects doesn't seem to apply let me know. Link to comment Share on other sites More sharing options...
Phrozin Posted February 22, 2017 Author Share Posted February 22, 2017 We both came up with a similar way, except I made a global variable (VoodooRandomNum) and set the effects conditions to the number range. SCN VoodooRandomSCRIPT BEGIN GameMode float timer int Vpete set Vpete to 1 Label Vpete if timer < 2 set timer to timer + GetSecondsPassed set VoodooRandomNum to GetRandomPercent else set timer to 0 goto Vpete endif END That did help work out the couple of problems I was having, though. Now to add additional effects and model and texture a voodoo doll! Link to comment Share on other sites More sharing options...
Mktavish Posted February 22, 2017 Share Posted February 22, 2017 (edited) ... Edited February 22, 2017 by Mktavish Link to comment Share on other sites More sharing options...
Phrozin Posted February 22, 2017 Author Share Posted February 22, 2017 Unless I've been vividly hallucinating, it worked for me. Link to comment Share on other sites More sharing options...
Mktavish Posted February 22, 2017 Share Posted February 22, 2017 Ya sorry my bad ... I see it now. Link to comment Share on other sites More sharing options...
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