haganinc Posted March 23, 2012 Share Posted March 23, 2012 (edited) I have a reference to an actor in my script, how do I make it so this actor will simply stand there and not move for any reason even if attacked? Not paralyzed, just unable to run or walk? I've tried a few different things through ModAV such as setting their carry weight to 0, stamina to 0, speed mult to 0 and none of that worked. I've disabled their AI but then that freezes them like a statue. I've dabbled a little bit with the SetAnimationVariable functions but haven't gotten any affect from these either. Thanks! Edited March 23, 2012 by haganinc Link to comment Share on other sites More sharing options...
haganinc Posted March 24, 2012 Author Share Posted March 24, 2012 Going to bump this just once. Link to comment Share on other sites More sharing options...
elseagoat Posted March 24, 2012 Share Posted March 24, 2012 Only way I know is through a magic effect, peak value archetype, speed as your first item, then using some magnitude that reduces the speed to zilch. Then a script to apply the magic effect when you need it. I am sure there is a way to do this entirely through scripts, as it seems there is a script that detects when you are casting those two handed master level spells and makes your player unable to move while doing that casting animation, but I havent found it yet. I suspect it is the script in the WI quest, but that script is freakin long and im not about to dig through it to find out how it works. Probably easier to jerry rig it with a magic effect as i said above. Link to comment Share on other sites More sharing options...
Basil_oz Posted March 24, 2012 Share Posted March 24, 2012 I've disabled their AI but then that freezes them like a statue. I'm actually wanting some NPC's to be frozen as statues. How do you disable their AI? I have created a new actor and when looking at the two AI tabs in the editing screen I cannot see how to disable them. Link to comment Share on other sites More sharing options...
haganinc Posted March 24, 2012 Author Share Posted March 24, 2012 Thanks, I'll try the ability method, didn't consider that because I assumed ModAV() would be doing the same thing but maybe there are some additional options I can find in there. As for disabling the AI, I'm not sure how to do it in the tabs but through scripting it is simply Actor.EnableAI(false) Link to comment Share on other sites More sharing options...
Basil_oz Posted March 24, 2012 Share Posted March 24, 2012 As for disabling the AI, I'm not sure how to do it in the tabs but through scripting it is simply Actor.EnableAI(false) Thanks for that. Link to comment Share on other sites More sharing options...
elseagoat Posted March 25, 2012 Share Posted March 25, 2012 Thanks, I'll try the ability method, didn't consider that because I assumed ModAV() would be doing the same thing but maybe there are some additional options I can find in there. As for disabling the AI, I'm not sure how to do it in the tabs but through scripting it is simply Actor.EnableAI(false) It may simply be impossible to lower an actors runspeed to zero, I was merely guessing that may be a potential solution. Let me know how it works out. There is likely a way to do it entirely through scripts as well, but as I am a noob, I can't help you there. Link to comment Share on other sites More sharing options...
tunaisafish Posted March 25, 2012 Share Posted March 25, 2012 Have you tried or looked at SetRestrained() ?That's normally used in places where NPC's are conscious but bound. Link to comment Share on other sites More sharing options...
haganinc Posted March 27, 2012 Author Share Posted March 27, 2012 I completely missed the function SetRestrained(), I'll need to try that tonight and see how it goes. Offhand I think that is exactly what I am looking for, thanks! Link to comment Share on other sites More sharing options...
haganinc Posted March 28, 2012 Author Share Posted March 28, 2012 Bingo, that did the trick! Link to comment Share on other sites More sharing options...
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