CryLoar Posted February 4, 2020 Share Posted February 4, 2020 Hi everyone! I want to create a power (the ones you activate with the shout key) and i want to make that power a punching attack. I know that it is possible because of this old mod: I want to create something really much simplier than that. First of all I don't want the slow-mo effect, neither damages that are stamina-related like in the original mod. I've found this body hook animation that could be good or the standard vanilla left punch, and i want add an effect, iIthink that it is the second step of the fus-ro-dah effect. So it is supposed to strike the enemy to the ground with a punch when i press the key, nothing more than that.I have to create a script? Or is a simple operation from the creation kit? I really don't know where to start, the only things I have are the animations. Thank you very much guys! Link to comment Share on other sites More sharing options...
shumkar Posted February 4, 2020 Share Posted February 4, 2020 (edited) HI CryLoar, I am learning too... I would try to make a duplicate of the VoicePower VoiceUnrelentingForce2 (if the two effects it has is what you need), then to add a new animation (and other changes) to the effects. The new power can be added directly to the PlayerRef. I don't see the need for scripts here. Edited February 4, 2020 by shumkar Link to comment Share on other sites More sharing options...
CryLoar Posted February 5, 2020 Author Share Posted February 5, 2020 Thank you for your reply! But how to add the animation? I suppose I have to create a new magic effect and bound it to the duplicated shout. But in the magic effect windows i can't see an animation or a .hkx field! Here's a screenshot Link to comment Share on other sites More sharing options...
shumkar Posted February 5, 2020 Share Posted February 5, 2020 (edited) But in the magic effect windows i can't see an animation or a .hkx field! Here's a screenshot Unfortunately, I never dealt with the animation. Those 'visual effects' aren't animation? I thought, they are. May be, it's necessary to indicate the path to .hkx in some text file (.hkt?)... I don't know. Someone with experience in this area could help. Edited February 5, 2020 by shumkar Link to comment Share on other sites More sharing options...
CryLoar Posted February 8, 2020 Author Share Posted February 8, 2020 (edited) ok i have manually downloaded the SpartanKickMod and I studied the content. After loading it in the creation kit i found that there's a magic effect added with a script attached. It's a function in the script that makes it possible to load an animation (Spartankick.) Here's a screenshot.And that's the script of the original mod: Scriptname SpartanKickMGScript extends ActiveMagicEffect Event OnEffectStart(actor Target, actor Caster) If Switch Switch = False Int Cstamina float Fullstamina = Caster.GetAV("Stamina") as float float Hstamina = Caster.GetAV("Stamina") as float * 1 / 10;Current Caster's Stamina Attack Point If Caster.GetAVPercentage("Stamina") > 1 / 2 as float Cstamina = Caster.GetAV("Stamina") as int * 1 / 4;Current Caster's Stamina Attack Point EndIf Caster.PlayIdleWithTarget(SpartanKick, Target) Utility.wait(0.3) TimeLag.Cast(Caster, None) Utility.wait(0.4) If DebugSwitch Debug.notification("This is Sparta!!!!") EndIf Float zOffset = Target.GetHeadingAngle(Caster) Target.SetAngle(Target.GetAngleX(), Target.GetAngleY(), Target.GetAngleZ() + zOffset) int random = Utility.RandomInt(0, 99) If Random < 33 int instanceID = KickSoundA.play(Caster) ElseIf Random >= 33 && Random < 66 int instanceID = KickSoundB.play(Caster) Else int instanceID = KickSoundC.play(Caster) EndIf Utility.wait(0.1) Caster.PushActorAway(Target, Hstamina) Utility.wait(0.1) Target.ApplyHavokImpulse(0.0, 0.0, 0.1, FullStamina) Target.DamageAV("Health", Cstamina) Else ;None EndIf EndEvent Event OnEffectFinish(Actor Target, Actor Caster) Switch = True endEvent Idle Property SpartanKick Auto Spell Property TimeLag Auto Sound Property KickSoundA Auto Sound Property KickSoundB Auto Sound Property KickSoundC Auto Bool Switch = True Bool Property DebugSwitch Auto I understand some variables and syntax in this script but I really don't kow how to modify it in order to make it really simple. All the magic effects I need are avaliable in the creation kit i don't scripting for them. I need that script only for this little line about the animation to pick: Caster.PlayIdleWithTarget(SpartanKick, Target) What it's possible to remove from the original script? What have to stay? May I simply deactivate all the scripting effects but the animation one from the creation kit window i posted before? Or is there anyone that can help me with that? Thank you very much guys :D Edited February 8, 2020 by CryLoar Link to comment Share on other sites More sharing options...
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