Zzyxzz Posted May 9, 2017 Share Posted May 9, 2017 Hello, i have an issue with the following. I want to show a custom widget on the HUD, when a bleeding(Magic effect/fireAndForget, that gets applied as ingestible) is active and deactivates, when all bleeding effects are gone.There are 3 different types of bleedings(packed in a ingestible) which get applied by a script that is attached to the player in a alias reference.I'm using the HUDFramework to activate the widget and that works quite well. Problem is now to keep track of the bleedings and toggle the widget accordingly. What i tried: I attached a script to the bleeding effect, with a onEffectStart and onEffectFinish, but i didnt thought along...The problem is, that i have different HUDFramework instances and can't control the widget once the effect wears off. Example: Bleed effect starts, widget gets displayed, bleeding wears off, its now checked if another bleeding effect is active, if yes, the widget does not get removed and the second bleed effect, will also trigger again a bleedwidget, as it can not check if one already exists. And even when all effects wear off, i can't remove the widget, as the HUDFramework istance is lost. What i tried also are custom events. The problem here is, that i cannot subscribe to an event/script, when the magic effect with the script does not exist/is not instanced. It's hard to keep track of several magic effects. Does someone have an idea how to do that? I'm familiar with object oriented programming, but i'm new to papyrus and don't how its handled here. Link to comment Share on other sites More sharing options...
Zzyxzz Posted May 10, 2017 Author Share Posted May 10, 2017 Nvm, got it running. The solution was to pack it into a quest and call functions with a activemagiceffect script that is attached to the magic effect. Really easy^^ Thx to Neanka for pointing this out Link to comment Share on other sites More sharing options...
SorrelKat Posted May 11, 2017 Share Posted May 11, 2017 Nvm, got it running. The solution was to pack it into a quest and call functions with a activemagiceffect script that is attached to the magic effect. Really easy^^ Thx to Neanka for pointing this out Yeah, easy but stupid solution. I don't mean you are stupid (or Neanka), just that it's stupid we have to do that. :D Link to comment Share on other sites More sharing options...
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