Ghosts with solid weapons and shields
#1
Posté 28 septembre 2010 - 01:26
#2
Posté 28 septembre 2010 - 01:40
SetCreatureIsGhost
MakeCreatureGhost
The 2nd function is part of effects_h.nss, and is just a wrapper over a bunch of ghost like effects.
Hope this helps.
#3
Posté 28 septembre 2010 - 01:55
I'm certain it will, thanks! I need a few more hints as to what to do with this, though, as I've done almost no scripting (in the toolset--have some programming from a long time ago, but it was C, not C++) I'm guessing I need to call this for each ghost by the creature name, somehow? Basically the same thing I did to make a chest in the camp in terms of calling the function?Challseus wrote...
I use the following combination of effects to get the full ghost look:
SetCreatureIsGhost
MakeCreatureGhost
The 2nd function is part of effects_h.nss, and is just a wrapper over a bunch of ghost like effects.
Hope this helps.
The page says it has an error on it, as well, and I'm wondering if it's something important, or if it's just objecting to oObject and the integer not being set.
Modifié par errant_knight, 28 septembre 2010 - 02:03 .
#4
Posté 28 septembre 2010 - 02:05
errant_knight wrote...
I'm certain it will, thanks! I need a few more hints as to what to do with this, though, as I've done almost no scripting (in the toolset--have some programming from a long time ago, but it was C, not C++) I'm guessing I need to call this for each ghost by the creature name, somehow?Challseus wrote...
I use the following combination of effects to get the full ghost look:
SetCreatureIsGhost
MakeCreatureGhost
The 2nd function is part of effects_h.nss, and is just a wrapper over a bunch of ghost like effects.
Hope this helps.
The page says it has an error on it, as well, and I'm wondering if it's something important, or if it's just objecting to oObject and the integer not being set.
Right.
So, you would do something like this to make the creature a ghost:
object oCreature = GetObjectByTag("creature_tag");
SetCreatureIsGhost(oCreature, TRUE);
MakeCreatureGhost(oCreature);
If you need anymore help, post your script, and I'll help you integrate it into your existing code.
EDIT - As for the error on the page, I'm not sure what that's all about. The function works just fine, I use it all the time.
Modifié par Challseus, 28 septembre 2010 - 02:06 .
#5
Posté 28 septembre 2010 - 02:14
#6
Posté 28 septembre 2010 - 02:26
#include "effects_h.nss"
void main()
{
object oCreature = GetObjectByTag("er_ghost_lis");
SetCreatureIsGhost(oCreature, TRUE);
MakeCreatureGhost(oCreature);
object oCreature2 = GetObjectByTag("er_ghost_ali");
SetCreatureIsGhost(oCreature2, TRUE);
MakeCreatureGhost(oCreature2);
}
I don't have any code to go with it, because I was just working in the toolkit with animations, and haven't created a mod for it at this point.
Modifié par errant_knight, 28 septembre 2010 - 02:26 .
#7
Posté 28 septembre 2010 - 02:29
errant_knight wrote...
Okay, so here's a wild stab in the dark....
#include "effects_h.nss"
void main()
{
object oCreature = GetObjectByTag("er_ghost_lis");
SetCreatureIsGhost(oCreature, TRUE);
MakeCreatureGhost(oCreature);
object oCreature2 = GetObjectByTag("er_ghost_ali");
SetCreatureIsGhost(oCreature2, TRUE);
MakeCreatureGhost(oCreature2);
}
I don't have any code to go with it, because I was just working in the toolkit with animations, and haven't created a mod for it at this point.
Looks good to me!
#8
Posté 28 septembre 2010 - 02:33





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