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Need assistance with this script


dra6o0n

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I'm making a Ancient Sword mod where this dwarven claymore is wielded in one hand, swings very slow, very heavy, but deals a huge amount of damage.

 

The part where the script comes in is that i want my script to activate either when:

 

1) I use a power attack, and the scripts makes the target paralyzed and thrown back really far. (Think of RE4's Wesker's thrust punch kind of strength).

 

2) A low chance of unleashing this powerful effect (about 10% of the time) that causes the above effect.

 

The problem is that im looking throught the CS and don't know which functions to use to throw the opponent away from you while letting them have a chance of surviving the hit. I can't use paralyze in the enchantment because it will only happen in every hit, while i want it to happen when the script starts.

 

If someone can come up with a few functions for knocking or pushing npcs away at a high velocity then I'd can use that in this script.

 

The paralyzing in script i can do by myself, as it would be a part of casting magic.

 

EDIT: in the CS site, i found a begin block for onHit, but that is the opposite thing i wanted... (Because the scripted actor "player" is hit, not the target)

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All scripted enchantments happen after the hit was delivered. Detecting a power attack verses a regular attack is either impossible or very hard to do since you would need additional scripting which detects the actions of the one wielding the weapon.

 

The actual effect is a bit easier to do since you would just be using PushActorAway, but would have course require additional scripts in order to register whoever the user of the weapon is. At best, you may just be able to make a weapon that has a random chance of sending an opponent backward.

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I've set it up so when you equip the sword, the critical hits are enabled, but now im missing the critical hit part.

 

I got functions for getting random intervals but still need some kind of "OnHit" script. I now need a script that takes the ref of the target you have hit.

 

The only problem is that I don't know which function lets you take reference and only from an attack...

 

And when i say ref i do not mean hitting a specific target, but "any" target as the script wouldn't know who to activate it on. In the worse case it will cause you to throw yourself backwards...

 

EDIT: Well i did some searching on the CS site but the functions are so darn limited... Looks like picking a target from a melee attack does not fit in the function...

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