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..
Delay ForceRest and creating an AOE
Débuté par
psiiijay
, nov. 24 2013 07:36
#1
Posté 24 novembre 2013 - 07:36
#2
Posté 24 novembre 2013 - 07:54
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
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
Posté 24 novembre 2013 - 10:37
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.
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
Posté 25 novembre 2013 - 02:01
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
Posté 25 novembre 2013 - 02:22
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
once you have one working - you just cant stop
kind of like potato chips but AOEs are reusable 8P
#6
Posté 25 novembre 2013 - 04:29
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.
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
Posté 25 novembre 2013 - 09:41
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.
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
Posté 25 novembre 2013 - 12:04
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.
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
Posté 25 novembre 2013 - 02:13
Actually it now works like a charm! THANKS ALL!
#10
Posté 25 décembre 2014 - 09:58
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!!





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