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[LE] Script question: Cast spell to disable/enable object reference.


Thuggysmurf

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Thanks everyone for your feedback, it's working now. Does anyone have suggestions on how to make the explosion look better, i.e. more "wow" factor, and maybe multiple explosions?

 

The magic effect attached to spell uses the code below, and on the "explosion" field in the Magic Effect tab, it uses a modified version of the "FireballExp01" explosion, but with the image space radius tripled (so the explosion looks bigger).

 

Here's what it looks in-game so far, when player arms the spell and fires the projectile at the building (49 second mark in the video), appreciate any suggestions on how to improve it:

 

https://youtu.be/0TZC9VApt8I?t=49

 

 

Scriptname SB_TempleZynimax extends activemagiceffect
{Destroys Temple of Zynimax}

Event OnEffectStart(Actor akTarget, Actor akCaster)
DisableObject1.Disable() ; Disable Temple Structure
DisableObject2.Disable() ; Disable Temple Door
EnableObject1.Enable(True) ; Enable Ruined Temple
EnableObject2.Enable(True) ; Enable Burnt Rubble
EnableObject3.Enable(True) ; Enable Smoke Wisps 1
EnableObject4.Enable(True) ; Enable Smoke Wisps 2
EnableObject5.Enable(True) ; Enable Burnt Rubble 2
EnableObject7.Enable(True) ; Enable Burning Fire
EnableObject8.Enable(True) ; Enable Large Smoke
EndEvent

ObjectReference Property DisableObject1 Auto

ObjectReference Property DisableObject2 Auto

ObjectReference Property EnableObject1 Auto

ObjectReference Property EnableObject2 Auto

ObjectReference Property EnableObject3 Auto

ObjectReference Property EnableObject4 Auto

ObjectReference Property EnableObject5 Auto

ObjectReference Property EnableObject7 Auto

ObjectReference Property EnableObject8 Auto

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