I'd like my party to move about 100% faster.
#1
Posté 10 janvier 2013 - 04:23
Even 50% would be better than nothing.
#2
Posté 10 janvier 2013 - 08:44
void main()
{
object oTarget = GetPlayerCurrentTarget(OBJECT_SELF);
effect eFast = EffectMovementSpeedIncrease(99);
eFast = SupernaturalEffect(eFast);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eFast, oTarget);
}
#3
Posté 10 janvier 2013 - 03:04
If it is a console command is there a way to cut and paste it or just gotta print it and enter it manually?
#4
Posté 10 janvier 2013 - 06:33
To search this site, put "site:social.bioware.com" in Google - works much faster.
example:
site:social.bioware.com nwn2 item "unique power" OR "tag-based"
Modifié par I_Raps, 10 janvier 2013 - 06:37 .
#5
Posté 10 janvier 2013 - 06:55
While I have no need for speed, I've been wondering about a script like that to apply visual effects to characters - specifically flaming armor (for a start).
If I put that script as ON_EQUIP will it come off properly when the item is unequipped, or would I need additional code to do that?
Modifié par I_Raps, 10 janvier 2013 - 06:55 .
#6
Posté 10 janvier 2013 - 07:11
hey, that's a good idea _Raps!I_Raps wrote...
That's a script. You'll need to put it on an item that has the Unique Power property using the Toolset. Probably a topic for another subforum if you can't already find the methodology here.
To search this site, put "site:social.bioware.com" in Google - works much faster.
example:
site:social.bioware.com nwn2 item "unique power" OR "tag-based"
I thought just, create a new script in the toolset, give it a name like "movefast" or "myhaste" -- compile it, copy it ( .Nss/.Ncs ) out of the temp directory before closing the toolset, then paste in MyDocs->override somewhere
and run it from the console with whatver ya want 'fasted' as yer Target,
rs myhaste
- but yes having it as an Item feels better IG
Modifié par kevL, 10 janvier 2013 - 07:14 .
#7
Posté 10 janvier 2013 - 07:12
you'd need extra code to remove the vFx .. it kinda depends on the approach you want to take, we can take it up down in Scripting or Toolset if ya want to, but if the vFx is available as an item-property and set it to 'active only when equipped' that's easiest; otherwise you're looking at two tag-based scripts for that specific piece of armor : i_<armortag>_eq , i_<armortag>_ueI_Raps wrote...
kevL,
While I have no need for speed, I've been wondering about a script like that to apply visual effects to characters - specifically flaming armor (for a start).
If I put that script as ON_EQUIP will it come off properly when the item is unequipped, or would I need additional code to do that?
tho I'm leary to say what's gonna work and what's not, before it's done. There are definitely a few vFx masters better than moi kicking around .....
Modifié par kevL, 10 janvier 2013 - 07:13 .
#8
Posté 10 janvier 2013 - 07:23
Second, as for the flaming armor - I think I'll have a look at a cutscene involving a certain ne'er-do-well summoning fire from the walls and see what he's up to.
#9
Posté 10 janvier 2013 - 07:35
I_Raps wrote...
Hmmm. Well first, I had no idea you could do a free-standing console script like that, so that's my learn-something-new for the day. I still would opt for the item so you could give it a duration, I think.
free-standing console scripts FTW !!
note that i wrote the script above to make it as *permanent* as possible .... ie, it can only be removed by another script specifically designed to do so. probably
- also don't forget you can create your own SpecialEffectsFile ( .Sef ) with the visual effects editor Plug-in : it's really neat but has a learning curve -- although an existing .Sef can be opened and altered fairly easily,Second, as for the flaming armor - I think I'll have a look at a cutscene involving a certain ne'er-do-well summoning fire from the walls and see what he's up to.
#10
Posté 15 janvier 2013 - 11:42
Or you can create permanent haste items in the toolset and give them to your characters with a console command or a character editor.





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