mgnails Posted June 24, 2004 Share Posted June 24, 2004 is there something i can do in the spells.2da file that will make me stop force killing myself? I must know! Link to comment Share on other sites More sharing options...
Darth Khasei Posted June 24, 2004 Share Posted June 24, 2004 ?????????? What force power are you using? Link to comment Share on other sites More sharing options...
mgnails Posted June 24, 2004 Author Share Posted June 24, 2004 all of them. I am making a mod that turns all hostile powers into friendly ones so you can use them on non-hostile NPC's, One of which includes force jump but I keep using these powers on myself. How did you make yours friendly and not have them be used on yourself Darth Khasei? Link to comment Share on other sites More sharing options...
tk102 Posted June 24, 2004 Share Posted June 24, 2004 Use the GetIsFriend function as in if (!GetIsFriend(oTarget) { //spell! } This differs from the normal hostile force power that uses: if (GetIsEnemy(oTarget) { // spell! } You will not be able to kill your party NPCs, but you will also not kill yourself. Link to comment Share on other sites More sharing options...
mgnails Posted June 24, 2004 Author Share Posted June 24, 2004 Dang, thought I could do it without scripting as the force powers all end up in the friendly spot after spells.2da editing. Anyways, do these force powers have .nss files somewhere because I don't think .ncs is editable. Link to comment Share on other sites More sharing options...
Darth Khasei Posted June 24, 2004 Share Posted June 24, 2004 Well after a ton of testing and minor scripting changes I was able to get the targeting correct about 95% of the time for large groups of enemies and 100% for smaller groups. TK has recommended the best way to do it, I have nothing to add. Link to comment Share on other sites More sharing options...
tk102 Posted June 24, 2004 Share Posted June 24, 2004 In spells.2da there's a field called impactscript and that's the script that gets called. For most it's k_sp1_generic and that script has k_inc_force as its include script which is where all the powers are handled. The source is in scripts.bif. Link to comment Share on other sites More sharing options...
mgnails Posted June 24, 2004 Author Share Posted June 24, 2004 Ok, ill give it a try. Thanks. Link to comment Share on other sites More sharing options...
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