Hjorr Posted February 29, 2012 Share Posted February 29, 2012 my script compiles correclty but everything does not occur as I expect it. Can you guys see any problem with it? I've only been a modder for only a week or so, so I am not exactly able to figure out my mistakes on my own. If it pleases you, may I ask you to take a look at it in order to see if there's something wrong with it? Here's a short description of what this script is supposed to do. It is a knock out spell, it is supposed to give you a perk which allows you to have a chance of casting a knock out spell on an enemy with a mace weapon while sneaking undetected. On a hit event, it is supposed to set the target unconscious, to set it unalerted, not to show the target as detected on the stealth meter and to push it away in order to make the target ragdoll.. Here are my problems: 1- First, I'm trying to find a way to prevent the effect from being cast when the target is already under the effect of the spell. I've tried to use keywords and checking the box as well as adding keyword conditions but I'm not sure whether I'm doing it properly or whether it is about an in editor bug. 2- I'm also trying to paralyse the target for the duration of the spell. I've worked quite a bit on it and so far I haven't been able to figure out how to do it effectively. I've been thinking about using the cast command. But again it does not seem to work even if the script compiles correctly. Here is the script I've come up with so far. It only includes what is fully working. Scriptname knockoutspellscript extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor akCaster) if akTarget.isdead ()aktarget.DispelAllSpells () else akcaster.pushactoraway(aktarget,0.1)aktarget.setnotshowonstealthmeter(true)aktarget.setalert (false)aktarget.setunconscious () utility.wait (28) aktarget.setnotshowonstealthmeter(false)aktarget.setalert ()aktarget.setunconscious(false) endif endevent Link to comment Share on other sites More sharing options...
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