Deleted1764493User Posted February 8, 2012 Share Posted February 8, 2012 (edited) Hey guys,I'm trying to create a very simple script attached to the player so that when you die the world goes in slow-motion. The problem is that while I could do that in Fallout's GECK and change the values of the called CameraShots there, doing so in the Skyrim CK has no effect for some reason. I have no experience in scripting but I tried writing this:Scriptname SlowMoDeath extends ObjectReference {Player will die in slowmotion.} Event OnDying(ObjectReference Player)debug.sgtm 0.1endEvent While I compile however I get this error:(5,6): no viable alternative at input 'sgtm'No output generated for SlowMoDeath, compilation failed.The same happens if I put "SetGlobalTimeMultiplier" instead of "sgtm". What am I doing wrong? Edited February 8, 2012 by Guest Link to comment Share on other sites More sharing options...
MofoMojo Posted February 8, 2012 Share Posted February 8, 2012 Hey guys,I'm trying to create a very simple script attached to the player so that when you die the world goes in slow-motion. The problem is that while I could do that in Fallout's GECK and change the values of the called CameraShots there, doing so in the Skyrim CK has no effect for some reason. I have no experience in scripting but I tried writing this:Scriptname SlowMoDeath extends ObjectReference {Player will die in slowmotion.} Event OnDying(ObjectReference Player)debug.sgtm 0.1endEvent While I compile however I get this error:(5,6): no viable alternative at input 'sgtm'No output generated for SlowMoDeath, compilation failed.The same happens if I put "SetGlobalTimeMultiplier" instead of "sgtm". What am I doing wrong? SGTM or SlowGameTimeMultiplier are not access properties from the Debug reference. I would love to have access to those values. If someone comes up with a solution it would be wonderful. As it is, seems the only slow time effect there is, is duration based. You may have to look at howe the VoiceSlowTime effect works, and apply the effect to the player with a duration. -MM Link to comment Share on other sites More sharing options...
Deleted1764493User Posted February 8, 2012 Author Share Posted February 8, 2012 I'll try, doesn't look that simple to script that magic effect (if it's possible) to the player's death. Link to comment Share on other sites More sharing options...
donnyb1992 Posted April 20, 2016 Share Posted April 20, 2016 Sorry to Necrosis such an old post. I've been looking for something similar, and I notice that sgtm doesn't disable if lowered BEFORE death. So, perhaps switching the sgtm>ondeath to a health percentage variable (like 5-10%l, you can achieve the wanted affect.i have no idea how to script, so I'll leave this tidbit here for you to hopefully accomplish. Link to comment Share on other sites More sharing options...
DavidJCobb Posted April 21, 2016 Share Posted April 21, 2016 It might be possible without scripts. Maybe. I haven't taken a real look at it yet.What if you created an ability spell with the "Slow Time" magic effect, and put a spell-side condition on the effect to only work if the player is dead? (Conditions on the magic effect are checked once, and determine whether the effect gets applied. Conditions on the spell are checked every second, and determine whether the effect is active; and spell-side conditions can be defined individually for each magic effect.) You can add the spell to the player automatically (and without scripts) by creating a quest that runs on startup, giving that quest a player alias, and listing the spell in the alias. Link to comment Share on other sites More sharing options...
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