Stopping movement toward target during Unique Power use
#1
Posté 07 octobre 2010 - 03:12
Thank you.
#2
Posté 07 octobre 2010 - 06:56
Btw., are you working on a telekinesis spell?
#3
Posté 07 octobre 2010 - 07:14
Regarding telekinesis: in a sense it could be interpreted that way. But there are differences.
#4
Posté 07 octobre 2010 - 07:37
#5
Guest_ElfinMad_*
Posté 07 octobre 2010 - 08:44
Guest_ElfinMad_*
#6
Posté 07 octobre 2010 - 09:48
ElfinMad wrote...
You could use the GUI function UIObject_Input_ActionTargetScript() which can be used to turn the mouse cursor into a targeting cursor. Clicking the target cursor on the ground, creature or something then invokes another script to do what you want. This approach involves more scripting but I don't think you'll see the same odd movement behaviour.
That's interesting, but wouldn't you have to run that before the item activation script gets called? Perhaps there is another script hook I don't know about? Thank you.
#7
Posté 07 octobre 2010 - 10:30
Modifié par _Knightmare_, 07 octobre 2010 - 10:33 .
#8
Guest_ElfinMad_*
Posté 08 octobre 2010 - 06:57
Guest_ElfinMad_*
rjshae wrote...
ElfinMad wrote...
You could use the GUI function UIObject_Input_ActionTargetScript() which can be used to turn the mouse cursor into a targeting cursor. Clicking the target cursor on the ground, creature or something then invokes another script to do what you want. This approach involves more scripting but I don't think you'll see the same odd movement behaviour.
That's interesting, but wouldn't you have to run that before the item activation script gets called? Perhaps there is another script hook I don't know about? Thank you.
Yes, you are right. You would have to activate the item which would bring up the targeting cursor then click on the target. It would be more clicking and more scripting so probably not the best solution to the problem.
I didn't even realise there was a activate item long range. _Knightmare_, do these properties work the same as the unique power properties with regard to tag based scripts?
#9
Posté 08 octobre 2010 - 07:06
I believe they do function as you asked. I have used this to make a few items that use tag based scripts.
#10
Posté 08 octobre 2010 - 12:21
ElfinMad wrote...
I didn't even realise there was a activate item long range. _Knightmare_, do these properties work the same as the unique power properties with regard to tag based scripts?
Yes they do work with the TBS. I have a few items that use it and they fire off their tag-based scripts. I've uesd it to target both hostile and firendly NPCs, placeables, ground locations, etc. No PC run up in any case.
Modifié par _Knightmare_, 08 octobre 2010 - 12:25 .
#11
Posté 08 octobre 2010 - 07:42
_Knightmare_ wrote...
Did you try to use the item props of any of the Cast Spell --> Activate Item (like Activate Item Long Range) instead of using a Unique Power property? I have one which uses the Long Range and I can target pretty much anything that you could see on the screen, even stuff wayyyyy off in the distance (like all the way across an area). PC has never run up to it.
Yes I did, and the wierd thing is this is happening when the PC is not very far away from the target. In fact the PC is less than one indoor grid square from the door, yet it still runs up to the door before activating the item.
#12
Posté 26 octobre 2010 - 11:47
rjshae wrote...
_Knightmare_ wrote...
Did you try to use the item props of any of the Cast Spell --> Activate Item (like Activate Item Long Range) instead of using a Unique Power property? I have one which uses the Long Range and I can target pretty much anything that you could see on the screen, even stuff wayyyyy off in the distance (like all the way across an area). PC has never run up to it.
Yes I did, and the wierd thing is this is happening when the PC is not very far away from the target. In fact the PC is less than one indoor grid square from the door, yet it still runs up to the door before activating the item.
It could be because your targeting a Door rather than a Creature?.. not sure and its getting a conflicting set of actions for some odd reason.





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