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[LE] Script alternative !?


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Is there a way to make this simple Script to exclude followers from taking damage. I'm thinking that players might be annoyed - dissatisfied if they end up with their followers killed. ( the script does damage to all Actors - attached to a trap meant for the Boss ).


The only alternative way i came up in doing this, is to make a script with 16 Actors Ref ( for all foes Actors + Player ).


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Many thanks in advance !.

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Thanks Rasikko.

Is this tested ? i'm just asking because right now is a big trouble for me to load a save to test it.

Plus i don't have not a single follower mod installed.

Edited by maxarturo
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Maybe a bit too much, who knows.

 

aXMDdamageActorsHealthOnEnter01

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  On 4/14/2019 at 9:39 AM, maxarturo said:

Ok, i keep that in mind, thanks again !.

I'll say this in a different way: isPlayerTeammate() is the way to go for what you're wanting to do with the trigger. For actual followers and those functioning as followers but not "officially made" a follower, if that makes sense.

 

I did not test because I didn't have patience to go acquire a follower, and even moreso jump through all the hoops to create one.

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  On 4/15/2019 at 6:12 AM, Rasikko said:

 

  On 4/14/2019 at 9:39 AM, maxarturo said:

Ok, i keep that in mind, thanks again !.

I'll say this in a different way: isPlayerTeammate() is the way to go for what you're wanting to do with the trigger. For actual followers and those functioning as followers but not "officially made" a follower, if that makes sense.

 

I did not test because I didn't have patience to go acquire a follower, and even moreso jump through all the hoops to create one.

 

It does makes complete sense and i did changed the line as you suggested.
By "keep in mind" i meant that when i'll do my final complet testing ( install the mod - load save with fully modded game ) if something goes wrong with followers in this particularly cell, i'll know what it meight be.
I also meant that is been added to my notebook as a reminder among the other things in there for final testing and checking, and due to the size of the mod when that time arrives i'll have forgotten this particular issue if not noted.
Thanks again !.
Edited by maxarturo
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