What's the code that makes the Speaker say the sounds of casting spells?
I was searching in Lexicon and I found "PlayVoiceChat" (nothing what I'm looking for): http://www.nwnlexico...itle=Voice_chat
What's the code that makes the Speaker say the sounds of casting spells?
I was searching in Lexicon and I found "PlayVoiceChat" (nothing what I'm looking for): http://www.nwnlexico...itle=Voice_chat
PlaySound() works for this. Use spells.2da to get the string name for the sound under the column "ConjSoundMale" or "ConjSoundFemale".
PlaySound() works for this. Use spells.2da to get the string name for the sound under the column "ConjSoundMale" or "ConjSoundFemale".
Perfect. Thank you!
Whizard, I have this:
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Animation Conjuring Hands Up:
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 3.0));
Sound:
PlaySound("vs_chant_evoc_lm"));
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But I also need the visual effect of casting spell hands up... do you know how?
Is it ConjHeadVisual: vco_mehedelec01? (<< this don't work with effectvisualeffect)
Maybe this function would work for you?
// The action subject will fake casting a spell at lLocation; the conjure and // cast animations and visuals will occur, nothing else. // - nSpell // - lTarget // - nProjectilePathType: PROJECTILE_PATH_TYPE_* void ActionCastFakeSpellAtLocation(int nSpell, location lTarget, int nProjectilePathType=PROJECTILE_PATH_TYPE_DEFAULT)
It would be just something like (obviously replacing SPELL_FIREBALL with whatever spell has the visuals and casting animation you want) -
AssignCommand(oPC, ActionCastFakeSpellAtLocation(SPELL_FIREBALL, GetLocation(oPC));
I'll try to do it and then talk to you
It would be just something like (obviously replacing SPELL_FIREBALL with whatever spell has the visuals and casting animation you want) -
AssignCommand(oPC, ActionCastFakeSpellAtLocation(SPELL_FIREBALL, GetLocation(oPC));
Works 100% !!! Thank you very much!
obs: you missed to insert the final ) in the end of the script XD