maxarturo Posted March 29, 2019 Share Posted March 29, 2019 (edited) Hi everybody. I've made a simple Script that kills the player "On Trigger Enter", just as a precaution if the player decides to take a shortcut & not do it as the mod was design to. And it makes sense since he will be jumping from way up high, and i don't want to use collision or barriers. (it'll be too ugly visualy - playable in this part of the cell). My question : Is there a way to kill the player even if he is using TGM - in the same Script ?. Disable TGM "ON Trigger Enter". Or in general console commands. Thanks a lot everybody !. Edited March 29, 2019 by maxarturo Link to comment Share on other sites More sharing options...
TobiaszPL Posted March 29, 2019 Share Posted March 29, 2019 (edited) With TGM -> Toggle God Mode ? bffff... you can give Player paralise effect for insane long time like for 5000 days or something and disable his controls... Paralised player act like dead body ( just drop on ground )Blood you can add to screen by script if i remember correct and you can make bliking red screen if you set Health to -1 or something even better you can Force ImageSpace to make any "death" effect you want :x... so: 1) Paralize Player for 50000 days2) Disable his controlos3) Set His hp to -14) Applay Blood on Screen5) Force Thrid Person6) Change Image Space and LEL almost dead :D TGM can't protect you from Magic effects :tongue:so killing God is Easy ^_^ just make Paralize Poison :D //Edit:i know Paralize work for TGM cause in my Mod i have something like "Frascinated Obsidian Dust"and its strong poision that take half of your HP , rewerse you HP regen , Paralize you for 30 sec and give you 100% dmg red. //Edit2:i dont like Story Mods ... i pref Immersion / Reality / LL mods xDonly one Story mod i like is Forgotten City But Falkhstar Enderal and every other... ugh T_T poor s#*! xD sry but i don't like those modsMake you mod good cause i will probably download it :) only cause i know you from Nexus and i want to see your work xD Edited March 29, 2019 by TobiaszPL Link to comment Share on other sites More sharing options...
maxarturo Posted March 29, 2019 Author Share Posted March 29, 2019 (edited) Hi Toby. I thought of that too (and not pretty, casting paralyze with no one around to cast it in the first place). The most effective way i came up with is : "DamageActorValue("Health", 1000000.0)", this will certainly kill the player even if using TGM. But i want to keep it simple & was wondering if it can be done - Disable TGM through Script - Disable console command through Script On Trigger Enter. Edited March 29, 2019 by maxarturo Link to comment Share on other sites More sharing options...
foamyesque Posted March 29, 2019 Share Posted March 29, 2019 My own philosophy is that I don't try to outguess the console :p Link to comment Share on other sites More sharing options...
maxarturo Posted March 29, 2019 Author Share Posted March 29, 2019 My own philosophy is that I don't try to outguess the console :tongue:I agree, but i'm trying to put some "fail safes" to avoid the player breaking the quest.There are a lot going on in the background of almost each cell & every cell is Linked to at least one other, in one way or and other, so if a player doesn't activate a certain activator or Trigger box or picks a certain item or opens a certain door, something else won't trigger a cell won't update and the list goes on and on. This mod is been made with the logic of "CHAIN REACTION".That's why i'm researching this. Link to comment Share on other sites More sharing options...
jucoking Posted March 30, 2019 Share Posted March 30, 2019 (edited) I'm positive that you can, I have recently done it but you don't use the ".kill" script. Instead you have to drain the player's health via "modactorvalue" or "setactorvalue" and then create a loop where it will drain the health "onupdate". EDIT: I just saw that you posted this same thing a little bit earlier in the discussion. This is the only way I know how to kill the player and I would use some "onenter" trigger. Edited March 30, 2019 by jucoking Link to comment Share on other sites More sharing options...
foamyesque Posted April 1, 2019 Share Posted April 1, 2019 My own philosophy is that I don't try to outguess the console :tongue:I agree, but i'm trying to put some "fail safes" to avoid the player breaking the quest.There are a lot going on in the background of almost each cell & every cell is Linked to at least one other, in one way or and other, so if a player doesn't activate a certain activator or Trigger box or picks a certain item or opens a certain door, something else won't trigger a cell won't update and the list goes on and on. This mod is been made with the logic of "CHAIN REACTION".That's why i'm researching this. Well, if you really want to, a script-driven DamageActorValue() will do the job. Need to do a bit of math to get the player's actual health to make sure you specify a high enough amount, but it bypasses godmode and just straight sets the player's health to 0. Link to comment Share on other sites More sharing options...
maxarturo Posted April 1, 2019 Author Share Posted April 1, 2019 (edited) My own philosophy is that I don't try to outguess the console :tongue:I agree, but i'm trying to put some "fail safes" to avoid the player breaking the quest.There are a lot going on in the background of almost each cell & every cell is Linked to at least one other, in one way or and other, so if a player doesn't activate a certain activator or Trigger box or picks a certain item or opens a certain door, something else won't trigger a cell won't update and the list goes on and on. This mod is been made with the logic of "CHAIN REACTION".That's why i'm researching this. Well, if you really want to, a script-driven DamageActorValue() will do the job. Need to do a bit of math to get the player's actual health to make sure you specify a high enough amount, but it bypasses godmode and just straight sets the player's health to 0. I've solved the TGM issue by setting the actor's damage health to 100000, it's a value that you can't reach even if you overpower all enchantments of all your equipment. I've solved the disable/enable doors - gates - walls etc anything that the player might disable through console command to avoid solving the puzzle or taking a shortcut. I've solved the open door (unlock) through console command. Now the issue i have that i can't find solution to, is : deactivating or bypassing TCL, for the trigger boxes (when using TCL trigger boxes don't get triggered so scripts won't run and reaction won't occur). If anyone has a solution to this i would appreciate it a lot !!. Edited April 1, 2019 by maxarturo Link to comment Share on other sites More sharing options...
foamyesque Posted April 1, 2019 Share Posted April 1, 2019 You might be able to add a spell to the player that fires when they're a certain distance from known objects. Players in god mode can still be effected by magic effects without the non-detrimental flag ticked, so if they exceed your bounding area you can then kill them. But again, you're trying to fight the console. That's a losing plan :p Link to comment Share on other sites More sharing options...
maxarturo Posted April 1, 2019 Author Share Posted April 1, 2019 You might be able to add a spell to the player that fires when they're a certain distance from known objects. Players in god mode can still be effected by magic effects without the non-detrimental flag ticked, so if they exceed your bounding area you can then kill them. But again, you're trying to fight the console. That's a losing plan :tongue:I've solved the TGM issue and there are very simple methods to bypass console commands to be used by player in game (in key places of the mod).The TCL is what's been troubling me, i can't find a solution. Link to comment Share on other sites More sharing options...
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