Elementargewalt Posted August 30, 2020 Share Posted August 30, 2020 Hey there, i want to create a standalone version of the "whirlwind sprint shout" as a lesser power and just can´t get it to work. The respective animation just doesn´t trigger.I´ve found out, that this shout is created in a very strange manor by using idle animations that play under certain conditions- but i can´t figure out, how these idle animations connect to the respective magic effects. It seems like there is no connection at all. After trying for hours, i gave up and searched google for a scripted alternative to do this and i found one here on the nexus. But this script, which i´ve attached to my custom magic effect doesn´t trigger the animation either. I really could use some help with this... This is the the script source i used: Scriptname AnimationScript extends ActiveMagicEffect Actor Property SpellSubject AutoEvent OnEffectStart(Actor akTarget, Actor akCaster)SpellSubject = akTargetRegisterForSingleUpdate(1.0) ;we will run updates every second, this should be fast enough whilst not being too fast/expensive.EndEventEvent OnUpdate()RegisterForSingleUpdate(1.0) Debug.SendAnimationEvent(SpellSubject,"ShoutSprintLongestStart") UnregisterForUpdate() ;we don't want to send this multiple times.EndEventEvent OnEffectFinish(Actor akTarget, Actor akCaster) ;when they die or spell duration expires. UnregisterForUpdate()EndEvent Hope someone has an idea Link to comment Share on other sites More sharing options...
maxarturo Posted August 30, 2020 Share Posted August 30, 2020 (edited) If the spell doesn't have a duration the "OnUpdate()" event will never fire. If the spell has a duration and the duration is less or equal to the "RegisterForSingleUpdate()", the "OnUpdate()" event will again never fire. * This does not need an "OnUpdate()" event to work. Actor SpellSubject Event OnEffectStart(Actor akTarget, Actor akCaster) SpellSubject = akTarget Debug.SendAnimationEvent(SpellSubject,"ShoutSprintLongestStart") EndEvent The "RegisterForSingleUpdate()" / "OnUpdate()" event can be use on an "OnEffectStart"/"OnEffectFinish" event ONLY under certain circumstances. Once a Magic Effect finishes "OnEffectFinish", that can be from a few milliseconds to seconds, any 'Register' functions will automatically be 'Unregistered'. * The way that is scripted the 'Animation' will play on the "Target" and not on the "Caster"/Player. Have a happy modding. Edited August 30, 2020 by maxarturo Link to comment Share on other sites More sharing options...
Elementargewalt Posted August 30, 2020 Author Share Posted August 30, 2020 Ok, when i use this, again nothing happens...i´m an absolute noob in terms of scripting, so... is this everything i need to have in the script? Or is there anything else i have to do? Thanks for helping Link to comment Share on other sites More sharing options...
maxarturo Posted August 30, 2020 Share Posted August 30, 2020 (edited) What does this spell supposed to do ?. It's a spell that runs on the caster / self / player ?. It's a spell that it's fire towards a target ?. Is your Magic Effect properly set up for what you intend to do with it ?. * Just as a note: i just copy the name of the animation from the script you posted, i don't even know if that animation name is valid, or if it is an animation or an idle. Edited August 30, 2020 by maxarturo Link to comment Share on other sites More sharing options...
Elementargewalt Posted August 30, 2020 Author Share Posted August 30, 2020 Well, actually i just want a lesser power version of the whirlwind sprint shout that can be used normally by the player- being able to sprint from A to B in a split second with the respective animation. I do not have any clue how to correctly set this up, as this shout is so unusually implemented. Link to comment Share on other sites More sharing options...
maxarturo Posted August 30, 2020 Share Posted August 30, 2020 Why don't you just add to your lesser power the Magic Effect: VoiceSprintEffect1 or VoiceSprintEffect2 or VoiceSprintEffect3 or DLC2SprintFXEffect Link to comment Share on other sites More sharing options...
Elementargewalt Posted August 30, 2020 Author Share Posted August 30, 2020 This was actually the first thing i did, but it won´t trigger the animation. Even if i completely remove the conditions from the respective idle-animations. It needs to be done in another way i guess. Link to comment Share on other sites More sharing options...
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