yusukenl Posted August 28, 2008 Author Share Posted August 28, 2008 I see, coz I was using Vagrant0's spell to test it, now I know where I did wrong ^^" thx Link to comment Share on other sites More sharing options...
yusukenl Posted August 28, 2008 Author Share Posted August 28, 2008 I am on the progress of making the pushaway to have area effect via the activator(using the idea of Call Lightning spell in CS Wiki tutorial) which I make a spell(with area effect 10 ) to let activator cast on the creature and push other actor away.But from this I encounter few problems. Here are the script that I used ScriptName NKKMagicalMeleeScript ;This script makes the actor push the combat target away ;and activate the area effect spell Ref HitTarget ; the reference for combat target Ref Hitter ; the reference for actor Ref Source ;the reference for activator begin GameMode if IsInCombat == 1 Set HitTarget to GetCombatTarget Set Hitter to GetSelf if Hitter.IsAttacking == 1 source.MoveTo hitter, 0, 0, 1 Hitter.PushActorAway HitTarget 100 source.cast NKKStompSpell Hitter StopCombat ; To make the creature seek for another closer actor, not chasing the flying one endif endif End scriptname NKKStompSpellScript ;The script for the spell which the activator cast ref me ;holds a reference to the actor who affected by this spell ref source ;holds a reference to the activator Begin ScriptEffectStart ;get a reference to this actor set me to GetSelf ;have the activator cast the at the affected actor source.pushactoraway me 50 End The problem is that I dunno way to get the hitter reference in MeleeScript and use it in the StompSpellScript. So I can't make some code on preventing the spell script affects on the the creature (if I add a damage effect on the spell, it will kill the creature real quick) The other problem is the positioning on activator(I think).Since I am actually using the activator to push actor away, so even when I stand very far from the creature, I still got pushed away sometime. Please give me some advice, :thanks: Link to comment Share on other sites More sharing options...
LoginToDownload Posted August 28, 2008 Share Posted August 28, 2008 Firstly, PushActorAway only accepts actors for the pusher as well as the pushee, so you'd more likely need a dummy actor or a quest script to "hold" the pushing creature for the spell script. If you're going to push the HitTarget away anyway in the melee script, you also might want to add a GetDistance check. Link to comment Share on other sites More sharing options...
Vagrant0 Posted August 28, 2008 Share Posted August 28, 2008 Please give me some advice, :thanks:This goes into my whole question of what you are trying to make this effect for? How many creatures do you want to use this? If it is only 1 or 2 creatures (the standard gatekeepers, or a summon) then you don't need to go through the added trouble of trying to figure out who is using this spell, you can just tailor the effect to work off the persistant references in game (using some conditions to verify which one is active). If you're trying to do this with some sort of random created one, like through a leveled list, then you have alot more complicated scripting which is needed. Link to comment Share on other sites More sharing options...
yusukenl Posted August 28, 2008 Author Share Posted August 28, 2008 so you'd more likely need a dummy actor or a quest script to "hold" the pushing creature for the spell script. the dummy actor is actually the activator in my code with the name source as a presistant reference who cast the stomp spell and act as the pusher, just that the code that I wrote didn't seems to be able to follow the creature efficiently ( I guess) This goes into my whole question of what you are trying to make this effect for? How many creatures do you want to use this? I was planning to make a dungeon which this gatekeeper as a mini boss has some push away effect (and may be some magical effect on its HtH attack). But I don't wanna just mke the effect for this dungeon or for this creature only. I am trying "generalize" the script effect so that I can make use of it easily on other creatures in the future :biggrin: Link to comment Share on other sites More sharing options...
LoginToDownload Posted August 28, 2008 Share Posted August 28, 2008 You might get more mileage out of a Quest variable than an actor. The dummy doesn't seem to have any inherent advantages... It would be just as effective (or maybe moreso) for keeping track of more than one of the things at once. Link to comment Share on other sites More sharing options...
yusukenl Posted August 29, 2008 Author Share Posted August 29, 2008 I am sorry to ask... how to make a quest variable ? :sweat: Link to comment Share on other sites More sharing options...
LoginToDownload Posted August 29, 2008 Share Posted August 29, 2008 You make a quest and give it a script with the variable you want... It's not ideal, especially for something as comparatively small as this, but it's the only way I know of to hold "ref" variables outside a specific script. Link to comment Share on other sites More sharing options...
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