HarvesterFox Posted November 29, 2012 Share Posted November 29, 2012 I am tryng to make a script effect that makes targets launch into the air and drops them. I got a basic working of it using 'SetPos Player, 0, 0, 1000'. But that is more like an instant teleport into the air. Anyone know how I can slow it down or add a time factor to make the ascention visible? Thanks. Link to comment Share on other sites More sharing options...
The_Vyper Posted November 29, 2012 Share Posted November 29, 2012 One way to set that up would be: 1. Make a new creature entry (a rat would be fine). 2. Place the creature in a cell somewhere. 3. Set it as a persistent reference, give it a unique RefID, and set it to be initially disabled. 4. Make a script that will transport the creature directly below the target and use PushActorAway to launch the target into the air. Link to comment Share on other sites More sharing options...
HarvesterFox Posted November 30, 2012 Author Share Posted November 30, 2012 This sounds great. I just have one question since I'm a script noob. How do i label the target as a reference (to telepotr the rat under) in a script effect? Thanks. Link to comment Share on other sites More sharing options...
The_Vyper Posted November 30, 2012 Share Posted November 30, 2012 On 11/30/2012 at 1:39 AM, HarvesterFox said: This sounds great. I just have one question since I'm a script noob. How do i label the target as a reference (to teleport the rat under) in a script effect? Thanks. The script would look something like this: scn EnemyLaunchScript Ref Target Begin ScriptEffectStart Set Target to GetSelf ;this will label your target as a reference RatRef.MoveTo Target 0, 0, -100 ;this will move your rat directly underneath your target RatRef.PushActorAway Target xx ;replace xx with the amount of launch force you want to use End Link to comment Share on other sites More sharing options...
HarvesterFox Posted December 2, 2012 Author Share Posted December 2, 2012 Thanks a whole bunch! I really appreciate you walking me through the script like that. There is no falling damage, but that's probably for the better since it is being enchanted to a weapon with an area effect and unlimited charges. This keeps it from being a god item. Thanks again! Link to comment Share on other sites More sharing options...
The_Vyper Posted December 2, 2012 Share Posted December 2, 2012 On 12/2/2012 at 6:20 AM, HarvesterFox said: Thanks a whole bunch! I really appreciate you walking me through the script like that. There is no falling damage, but that's probably for the better since it is being enchanted to a weapon with an area effect and unlimited charges. This keeps it from being a god item. Thanks again!You're welcome! :D I'm glad I was able to help. No fall damage is one of the drawback of PushActorAway; for some reason, the system just won't include it in the calculations. Fun note: if you use a negative force value with PushActorAway, it results in a 'pull' effect. Imagine shooting something with an arrow only to have it launch towards you. :tongue: That might raise a few eyebrows. Link to comment Share on other sites More sharing options...
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