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Hazard Scripting help


allzero

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Hello Nexus, while making my mods sometimes i face myself in an bad situation, where i don't know what to do, normally, i try to find by my self and if i cant, i ask someone experienced in modding, but i did not find an answer yet, so here is my problem: i want to make an script that pushes the target away, like the fus ro dah, but i noticed the fus ro dah script always push the target away from the caster, so if i make an hazard with an push spell, the actor will be pushed away from me, instead from the hazard, and then i looked at the script and find that:

Scriptname VoicePushEffectScript extends ActiveMagicEffect  

Event OnEffectStart(actor Target, actor Caster)
Caster.PushActorAway(Target, PushForce)
EndEvent

int Property PushForce  Auto  

So, what i want, is to change the caster to the hazard, i tried Self instead of caster, but does not work, i also tried to make it objectreference instead of activemagiceffect, but didn't worked, if some one knows how to make it use the hazard as reference, please tell me, it would be of great help.

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  • 2 weeks later...

Hmm. Well, the hazard is not an Actor, which might be why the magic effect script won't work.

You could try putting a trigger primitive on the hazard (in the CK toolbar it's the square button with the "T"), then set it to be the activate parent of the hazard.

Put this script on the hazard:

 

Scriptname PushEffectScript extends ObjectReference

Event OnTrigger(ObjectReference Target)
PushActorAway(Target, PushForce)
EndEvent

int Property PushForce  Auto 

 

I haven't tested it but give it a try.

Edited by steve40
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