erratichippo Posted October 3, 2012 Share Posted October 3, 2012 Hello, I am having some trouble getting my script into the game. It compiles just fine I just dont know how to activate it. The function of this script is to assign a hotkey to cast spells with a two handed weapon. I was getting really annoyed with having to enter a menu screen during my combat sequences to switch to spells. Normally I attach my scripts to an object like a spell or weapon. But I want this script to just run all the time while I am in game. Any idea how I can do that? I suppose I could tie this into an active magic effect that is always on the character, but I am wondering if there is a better way to do this. Thank you Scriptname z_two_handed_weapon_cast extends Actor Bool Function IsKeyPressed(Int dxKeycode) Global Native Bool bIsHotkeyPressed Int Property iHotkey = 260 Auto Int Property WeaponType Auto Int Property WeaponTypeStorage Auto Int Property aihand = 0 Auto Spell Property WardSteadfastLeftHand Auto Event onInit() RegisterForSingleUpdate(0.5) EndEvent Event OnUpdate() If bIsHotkeyPressed != IsKeyPressed(iHotkey) ; Only run code when the status changes bIsHotkeyPressed = !bIsHotkeyPressed ; Set bool to whatever it isn't If bIsHotkeyPressed ; ==True Debug.Trace("Hotkey Pressed") WeaponTypeStorage = Game.GetPlayer().GetEquippedItemType(1) If(WeaponTypeStorage == 5 || WeaponTypeStorage == 6) Debug.Trace("Weapon was two handed") Game.GetPlayer().GetEquippedWeapon().SetWeaponType(1) Game.GetPlayer().EquipSpell(WardSteadfastLeftHand, 0) Endif Else Debug.Trace("Hotkey Released") If bIsHotkeyPressed == False Game.GetPlayer().GetEquippedWeapon().SetWeaponType(WeaponTypeStorage) Endif Endif Endif RegisterForSingleUpdate(0.5) EndEvent Link to comment Share on other sites More sharing options...
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