Darkfirebird Posted September 28, 2008 Author Share Posted September 28, 2008 I don't really have any chat programs... Did you govern the activator with some kind of timer? What object are you using for an activator? ...But yeah, you should always base your mods off Oblivion.esm. I added a timer to it... Im using a Altar atm for testing purposes >.> Heres the Script for it right now: SCN CMFXPAuraActivatorScript short timer Begin GameMode if timer < 1 CMFAuraActREF.moveto player 0 0 55 CMFAuraActREF.cast CMFXPActivatorSpell CMFAuraActREF set timer to timer + 5 elseif timer > 0 set timer to ( timer - GetSecondsPassed ) endif End Link to comment Share on other sites More sharing options...
Darkfirebird Posted September 28, 2008 Author Share Posted September 28, 2008 If I call the REF in game... it says it doesn't exist. though I'm sure it does seeing it does move to me for the 1st time... but after that it doesn't do anything. Would having a Quest Script doing the timer and setting a variable work more better then placing it on the object itself? Link to comment Share on other sites More sharing options...
LoginToDownload Posted September 28, 2008 Share Posted September 28, 2008 A Magic Effect script for the aura might be even better, (Object Scripts run GameMode blocks at varying spaces of time depending on their Quest Item status and distance from the player) but try making a new TrigZone or other activator that isn't actually visible in any way. I have a similar problem when trying to move visible things around. Link to comment Share on other sites More sharing options...
Darkfirebird Posted September 28, 2008 Author Share Posted September 28, 2008 A Magic Effect script for the aura might be even better, (Object Scripts run GameMode blocks at varying spaces of time depending on their Quest Item status and distance from the player) but try making a new TrigZone or other activator that isn't actually visible in any way. I have a similar problem when trying to move visible things around. So change the Altar to a TrigZone REF instead? wouldnt i still run into the Moving problems? Link to comment Share on other sites More sharing options...
LoginToDownload Posted September 28, 2008 Share Posted September 28, 2008 I don't think so... I only have trouble moving references that are actually in some way visible, anyways. Link to comment Share on other sites More sharing options...
Darkfirebird Posted September 28, 2008 Author Share Posted September 28, 2008 I don't think so... I only have trouble moving references that are actually in some way visible, anyways.Hmmm. So when a normal Activator is moved through a script timer... it has problems. when its moved with a spell cast it doesnt have this problem but then I cant use it unless I make it a player ability. Correct? But making it as a Trig Zone is a static i believe isnt it? so wouldnt I need to change how the script works in order for it to moveto player properly? Link to comment Share on other sites More sharing options...
Darkfirebird Posted September 28, 2008 Author Share Posted September 28, 2008 nevermind TrigZones are activators but wouldnt the movement still be bugged a bit? Link to comment Share on other sites More sharing options...
Darkfirebird Posted September 28, 2008 Author Share Posted September 28, 2008 Just tested it... Still doesnt move or even 'Exist' in game... Only exists for the 1st few seconds til its 1st called. Link to comment Share on other sites More sharing options...
Darkfirebird Posted September 28, 2008 Author Share Posted September 28, 2008 Got the movement working now. Used it in the Quest instead. Problem is the Aura doesnt apply to the enemies or anything actually... Just the player even though its suppose to ignore LOS. Ideas? Link to comment Share on other sites More sharing options...
LoginToDownload Posted September 28, 2008 Share Posted September 28, 2008 Did you give the Aura an area? Link to comment Share on other sites More sharing options...
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