jinger Posted January 25, 2006 Share Posted January 25, 2006 how do i make one? armbands have that feature, i want to activate implants and weapons too. also has anybody ever made periodically activable items? i tryed but it doesn't seem to work Link to comment Share on other sites More sharing options...
Darth333 Posted January 25, 2006 Share Posted January 25, 2006 No, unfortunately, looks like it's hardcoded. No one has been able to fire a script when a ranged weapon is used. If it was possible, we would have tons of flamethrower/plasma thrower mods... You can use armbands, stims, droid shields (items that are already activable). Link to comment Share on other sites More sharing options...
jinger Posted January 25, 2006 Author Share Posted January 25, 2006 one of the items i had in mind was a special zabrak-only activable implant with some itemprops and an itemspell, i made a new entry in baseitems.2da cloning Combat_Shots, and set it equippable in the implants slot, it works, but the racial check is ignored, i could do the check in the impactscript i guess, but there'd be no classic pop-up message saying you don't have the requirements, what can i do about that? also do item objects have locals? i could use a boolean to handle the timeout for the item usability. thanks in advance Link to comment Share on other sites More sharing options...
Jackel Posted January 25, 2006 Share Posted January 25, 2006 To make it for one person only change the uti file to be usable by Bao-Dur only.That is: Load the uti file, go to properties, choose a line and double click, choose pc restriction and then select Bao-Dur's name so only he can use it. That should do it. Load your game, spawn the item, check to see who can use it. Link to comment Share on other sites More sharing options...
jinger Posted January 26, 2006 Author Share Posted January 26, 2006 ok, i made the baseitem entry, the spell entry, the item template, the racial check does work in the equipment panel, but when in the impactscript i check whether or not the spellcastitem is equipped and more exactly when i pop-up the error message, everyone paralyze just like a timestop spell, what the heck am i doing wrong? note: the messagebox will pop-up in the inventory panel of course, when you try to activate the item. the message does show but then… [size=1]void main(){ object oSpeT = GetSpellTargetObject(); object oItem = GetItemInSlot(INVENTORY_SLOT_IMPLANT,oSpeT); if(oItem!=GetSpellCastItem()){ [b]DisplayMessageBox(42485);[/b] return; } effect ePow = EffectLinkEffects( EffectAttackIncrease(2), EffectDamageIncrease(2,DAMAGE_TYPE_UNIVERSAL) ); effect eDur = EffectLinkEffects( EffectTemporaryHitpoints(16), EffectMovementSpeedIncrease(120) ); effect eImm = EffectLinkEffects( EffectImmunity(IMMUNITY_TYPE_SLOW), EffectImmunity(IMMUNITY_TYPE_PARALYSIS) ); ApplyEffectToObject( DURATION_TYPE_TEMPORARY, SetEffectIcon( EffectLinkEffects(eImm,EffectLinkEffects(ePow,eDur)), 115 ), oSpeT, 60.0 ); }[/size] Link to comment Share on other sites More sharing options...
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