3aq Posted July 5, 2019 Share Posted July 5, 2019 (edited) for the longest time, I've been trying to use the play - sound script onto magic effect. the goal is to play choice sfx on special weapons like dawnguard's rune hammer. I used the below's link as reference with no success, so I am wonder if anyone would the proper way to getting this to work? feedback is greatly appreciated =) https://www.creationkit.com/index.php?title=Talk:Play_-_Sound for the record, dawnguard's rune hammer when it casts rune does not emit sounds, the goal is to make the action of placing down rune play a sound, for testing purposes I used the MAGFirebolt03FireSD sound (sound descriptor). script Scriptname DLC1testPhilRuneHammerAbilitySCRIPT extends ActiveMagicEffect SPELL PROPERTY runeSpell AUTO SOUND PROPERTY runeSFX AUTO ;altered EVENT OnEffectStart(Actor target, Actor caster) if(caster == game.getPlayer()) if(RegisterForAnimationEvent(game.getPlayer(), "bashExit") == true) ; debug.trace("bashExit registered") endif endif ENDEVENT EVENT OnAnimationEvent(ObjectReference akSource, string asEventName) if(asEventName == "bashExit") ; Debug.trace("the RUNE of me... get it?") ; //cast the rune and remove the stamina runeSFX.Play(game.GetPlayer()) ;altered runeSpell.cast(game.getPlayer()) game.getPlayer().damageAv("stamina", 25) endIf ENDEVENT EVENT OnUnload() UnregisterForAnimationEvent(game.getPlayer(), "bashExit") ENDEVENT esp setup Edited July 5, 2019 by 3aq Link to comment Share on other sites More sharing options...
Evangela Posted July 5, 2019 Share Posted July 5, 2019 (edited) I don't think you need the unload event. Animation events automatically unregistered for magic effects that end. I don't know why the sound isn't playing, but I think the 6 calls to Game.GetPlayer is slowing your script down(in addition to the other functions), so maybe taking care of that will help some. You can assign GetPlayer to a local variable outside of the events and use that variable throughout, reducing the number of calls from 6 to 1. Secondly, is any of your debugs firing? Most importantly the one in your OnEffectStart event. Edited July 5, 2019 by Rasikko Link to comment Share on other sites More sharing options...
3aq Posted July 5, 2019 Author Share Posted July 5, 2019 (edited) unsure, the script I am using is the vanilla dawnguard runehammer script, the same exact one that's attached to this https://elderscrolls.fandom.com/wiki/Dawnguard_Rune_Hammerthe only lines I altered were the 2 lines with the ;altered in it. as for debug firing, admittedly I am unsure how to do that (the furthest I do is debug notification at key points), but again, as the script is vanilla it should more or less be okay. Edited July 5, 2019 by 3aq Link to comment Share on other sites More sharing options...
3aq Posted July 7, 2019 Author Share Posted July 7, 2019 an update: I figured what was wrong; I erroneously linked it to sound descriptor, what I ought to have done was instead hook it to a sound marker (that itself is linked to sound descriptor). Link to comment Share on other sites More sharing options...
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