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Delay ForceRest and creating an AOE


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#1
psiiijay

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1. Is it possible to delay a void? As in delay ForceRest?

2. How can you make an AOE spell (area of effect) - something like fear aura or something- that lasts X turnes and every hostile creature that comes in it suffers an effect? I can't find a scripted one in the game scripts- its all, from what I saw, hard coded..

#2
Morbane

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yes, actually only a void can be delayed - if you want to delay an int you have to make a void wrapper

use an i point

look at vfx_persistent.2da

in conjunction with 3 scripts: on_enter, hb, on_exit, you can make an AOE effective by attaching the persistent vfx to the i point

#3
Dann-J

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I've found custom AOEs to be extremely powerful scripting tools. They can give the creature they're attached to addtional script slots; OnEnter for when a creature enters the 'aura' (set to a 5m radius by default, if memory serves me), OnExit when they leave it, and a second heartbeat script.

Try searching for the glyph of warding scripts as examples. I used those as the basis for learning to create custom AOE scripts. Then all you need to do is to script an effect using the AOE function (EffectAreaOfEffect), choose the constant that defines it as a custom AOE, put your three script names into the function (OnEnter, OnExit, HB), then apply it to either a creature (ie. an aura) or a location.

#4
Tchos

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I've used custom AoEs in questing as alternatives to triggers, but it had not occurred to me to use them for additional heartbeat scripts by applying them to a creature! Great idea there! I can already see where I'd want to use that sort of thing, as long as I can make it so that it can't be dispelled by something like an overland map transition.

Modifié par Tchos, 25 novembre 2013 - 02:01 .


#5
Morbane

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currently, i am totally abusing the vfx_persistent.2da for heaps of custom abilities and npc abilities

once you have one working - you just cant stop

kind of like potato chips but AOEs are reusable 8P

#6
Dann-J

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The best thing about AoEs on creatures is that you don't have to have constant checks via their HB script that potentially slow things down, nor do you have to try to get perception scripts to do what you want them to. The AoE's OnEnter script only fires when a creature enters it, so there's very little processing overhead most of the time.

They're great for having NPCs react when a player gets within 5m of them, or for neutral timid creatures that run away if you get too close. You can have merchants turn towards you and hawk their wares as you pass by. They can even utter some sort of comment as you leave their AoE (via the OnExit script). All without having to endure the misery of getting perception scripts to behave themselves.

#7
psiiijay

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Amazing! But I dont get it.. The first time I tired it it worked perfectly.
Then I tried to create a spell that knocks down npcs when they come close- It was a part of a sub spell (one of 5 options you can choose). The spell itself fired, AND the vfx from the vfx_persistent BUT the OnEnterScript never does for some reason.. I attached it both to the vfx_persistent and to the EffectAreaOfEffect but nothing.. Super weird.

#8
Morbane

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post your hb script on http://pastebin.myrror.net/ (always has correct formatting!!)

then post a link to it :)

also - in your call to the aoe you need to list the empty strings for the scripts you choose not to implement. ( "  " )

in the correct order for the EffectAreaOfEffect(....) function - not the order the vfxpersistent.2da has.

Modifié par Morbane, 25 novembre 2013 - 12:07 .


#9
psiiijay

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Actually it now works like a charm! THANKS ALL!

#10
Samuel Drake

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currently, i am totally abusing the vfx_persistent.2da for heaps of custom abilities and npc abilities

once you have one working - you just cant stop

kind of like potato chips but AOEs are reusable 8P

Sorry for resurrecting the thread but some help with this and using them in spells is exactly what I'm looking for.  Anyone point me in the right direction or have a doc I could look at?

Thanks!!