Asterra Posted December 12, 2017 Share Posted December 12, 2017 Topic. I already found a thread describing how to detect what the current mode is (PlayerRef.GetAnimationVariableBool("IsFirstPerson") ). I'd rather not have to ping it 60 times a second, though. Link to comment Share on other sites More sharing options...
ThoraldGM Posted December 12, 2017 Share Posted December 12, 2017 Not that I recall or found. As an alternative to perma-pinging, you could check OnLocationChange and OnMenuOpenCloseEvent. (Trying to think of when else camera switches might be forced on player.) With menus, you'd probably need a timer since camera force would be right after menu closed (!abOpening). Link to comment Share on other sites More sharing options...
Asterra Posted December 12, 2017 Author Share Posted December 12, 2017 Not that I recall or found. As an alternative to perma-pinging, you could check OnLocationChange and OnMenuOpenCloseEvent. Actually there seems to be a bool I can set up in a magic effect. A little sloppy, but if it works, that should do the trick. (If it works.) Thanks for taking the time to reply. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted December 12, 2017 Share Posted December 12, 2017 Ok so workaround for you.Create a new ability spell. Create two magic effects, name them something like 1stpersoneffect and 3rdpersoneffect.Add those magic effects in that ability spell. Now you need IsPClstPerson condition function. Check for its true value for 1stpersoneffect and for its false value for 3rdpersoneffect. So when you switch to 1st person 1stpersoneffect will fire and when switch to 3rd person 3rdpersoneffect. You can have scripts on those magic effects and do whatever you want when they fire. Link to comment Share on other sites More sharing options...
Asterra Posted December 12, 2017 Author Share Posted December 12, 2017 Add those magic effects in that ability spell. Now you need IsPClstPerson condition function. Check for its true value for 1stpersoneffect and for its false value for 3rdpersoneffect. So when you switch to 1st person 1stpersoneffect will fire and when switch to 3rd person 3rdpersoneffect. Right, that's more or less exactly what I did. Thanks. And now, the finetuning... Link to comment Share on other sites More sharing options...
Asterra Posted December 12, 2017 Author Share Posted December 12, 2017 You can have scripts on those magic effects and do whatever you want when they fire. I've had a chance to test this approach now. It seems that spell effects are only applying every 1.0 seconds. Meaning sometimes the desired effect is happening quickly (not instantly), and sometimes it's taking almost an entire second to kick in. Quite a bit less useful than pinging with a script. I'll be rummaging around to see if there's a way to force the spell/effect to operate more tightly. Would you already know? Link to comment Share on other sites More sharing options...
SMB92 Posted December 12, 2017 Share Posted December 12, 2017 Put the whole thing on a quest and when it starts grab the player as property and do the same check in a while loop with a Utility.Wait of .1 seconds? Seems you are going to loop it anyway? Then it's 10 times a second and you can shut it down or vice versa when ever you like. That's just my 2 cents. Link to comment Share on other sites More sharing options...
Asterra Posted December 12, 2017 Author Share Posted December 12, 2017 Put the whole thing on a quest and when it starts grab the player as property and do the same check in a while loop with a Utility.Wait of .1 seconds? Seems you are going to loop it anyway? Then it's 10 times a second and you can shut it down or vice versa when ever you like. That's just my 2 cents. Yeah. I was mainly hoping that I could salvage the idea of doing everything through the CK. Did not expect this 1-second limitation. Link to comment Share on other sites More sharing options...
SMB92 Posted December 12, 2017 Share Posted December 12, 2017 Well there's certainly not a 1 second limit on while loops running from a quest script :) Suppose you could put it on many different things. But at least with a quest you coukd even change stage and run it off fragment when the right stage is set and idle when not, and shut it down entirely when uninstalling. Seems to be go to method for a lot of things. Maybe I'm misunderstanding what you trying to do Link to comment Share on other sites More sharing options...
SMB92 Posted December 12, 2017 Share Posted December 12, 2017 Found this hidden INI setting. Wondered if it has anything to do with what you experiencing. fCloakEffectUpdateInterval=0.5000 Link to comment Share on other sites More sharing options...
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