GoblinSlayeru15 Posted December 29, 2020 Share Posted December 29, 2020 Hi, like the title says, I have a compiling error. What I'm trying to do it's to make a scene wheres gonna be an explosion via script. I've setted up the explosion properties and then I've wrote this line: FireStormExplosion.Play(Alias_11xiv.GetActorRef() as objectreference, -1.00000) But idk whys is keeping getting errors! Link to comment Share on other sites More sharing options...
dylbill Posted December 29, 2020 Share Posted December 29, 2020 For explosions, you need to use PlaceAtMe I believe, not play. So Alias_11xiv.GetActorRef().PlaceAtMe(FireStormExplosion) Link to comment Share on other sites More sharing options...
maxarturo Posted December 29, 2020 Share Posted December 29, 2020 Yeap, you need "PlaceAtMe()", also negative values don't work with explosions. Link to comment Share on other sites More sharing options...
GoblinSlayeru15 Posted December 29, 2020 Author Share Posted December 29, 2020 thank you! Link to comment Share on other sites More sharing options...
GoblinSlayeru15 Posted December 30, 2020 Author Share Posted December 30, 2020 Sorry to bump this again... So, the new script fragment "PlaceAtMe" works ok in the creation kit, I can compile it, but then, nothing happens ingame. I've tried a new load from a clean save, but nohing. I've setted up the explotion properties, but is not showing up ingame. Tried with and effect shader instead of a explotion, with the .Play fuction, and again, works ok in the creation kit, but not ingame. Link to comment Share on other sites More sharing options...
dylbill Posted December 30, 2020 Share Posted December 30, 2020 Make sure your alias is filled and your properties are filled. I just test the FireStormExplosion with placeatme and it worked. To check, you can do: If Alias_11xiv.GetActorRef() != None Alias_11xiv.GetActorRef().PlaceAtMe(FireStormExplosion) Else debug.Notification("Alias not filled") Endif Link to comment Share on other sites More sharing options...
GoblinSlayeru15 Posted December 31, 2020 Author Share Posted December 31, 2020 Make sure your alias is filled and your properties are filled. I just test the FireStormExplosion with placeatme and it worked. To check, you can do: If Alias_11xiv.GetActorRef() != None Alias_11xiv.GetActorRef().PlaceAtMe(FireStormExplosion) Else debug.Notification("Alias not filled") Endif Alias is filled because 11xiv actor shows up ingame. (to be more specific, what I'm tring to do is a scene where the 11xiv actor "pop up" or teleport after a dialogue. That happens well but without any explotion or effecshader applied on him. Link to comment Share on other sites More sharing options...
dylbill Posted December 31, 2020 Share Posted December 31, 2020 Ah, well you have to teleport the NPC before using placeatme with the explosion. Another option is to use an xmarker reference to place the explosion right before teleporting the NPC to the xmarker. Link to comment Share on other sites More sharing options...
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