ace92 Posted October 31, 2006 Share Posted October 31, 2006 I've got 3 questions about my script: 1)i scripted the power,puted EVERYTHING where it should be writed everything that i need but when i want to you use it doesn't shows me the power but in my powers and feets thingy menu i can see i have,what to do? 2)ok thanks but i want to make as i get from an enemy so i'l join him and not that i can have it throw level up...how do i do that? 3)can i make it that my character will change his entire body i mean that Black tattoo like will show on his body? THANKS!!!!! big time thanks Link to comment Share on other sites More sharing options...
Lit Ridl Posted November 1, 2006 Share Posted November 1, 2006 1.0 Put here your script, I want to look on it. 1.1 I hope you haven't forgot to add line to the spells.2da? If no, than may you show what is there? 1.2 Have you saved spells.2da to the Override folder? 2.0 What do you mean? Want to get force power? But want it to be anappearable on the menu? Ope nyour spells.2da and in place of all those jediguardian, sithmarauder and other classes set all those fields to -1, go to the innate and set it to -1 too. 3.0 Yes, you can. You may use ChangeObjectAppearance(ObjectToChange, nAppearance); nAppearance - is the row number of the exact appearance in your appearance.2da. Or to do it temporary you may do this: effect eDisguise = EffectDisguise(nAppearance); ApplyEffectToObject(nDuration, eDisguise, oObject, fDuration); nAppearance - is the row number of the exact appearance in your appearance.2da. oObject - the object you want it to be applied to, if it is for Friendly force power, than use OBJECT_SELF. nDuration - duration type, there are few of them: DURATION_TYPE_INSTANT - not used here DURATION_TYPE_TEMPORARY - for the specified time of fDuration (0.0 format) DURATION_TYPE_PERMANENT - until removed You will not need fDuration in all cases except of the DURATION_TYPE_TEMPORARY. About DURATION_TYPE_PERMANENT, how it works. Insert this in the start of your code, before all actions and before void main(): void RemoveThisEffect(int nEffectTypeID, object oObject) { int bValid = FALSE; effect eThis; eThis = GetFirstEffect(oObject); while (GetIsEffectValid(eThis)) { if (GetEffectType(eThis) == nEffectTypeID) { bValid = TRUE; RemoveEffect(oObject, eThis); } eThis = GetNextEffect(oObject); } } This will make a special function for you. How to use it later: RemoveThisEffect(EFFECT_TYPE_DISGUISE, OBJECT_SELF); Also you may insert this right after the previous function: void Morph(object oToMorph=OBJECT_SELF, int MorphTo=0, int nDur=DURATION_TYPE_TEMPORARY, float fSec=0.0) { ApplyEffectToObject(nDur, EffectDisguise(GetAppearanceType(GetSpellTargetObject())), oToMorph, fSec); } How to use it later: int nApearance = 179; // Row number in appearance.2da Morph(OBJECT_SELF, nAppearance, DURATION_TYPE_TEMPORARY, 45.0f); Ask me more if I've forgot something. Link to comment Share on other sites More sharing options...
Darth InSidious Posted November 1, 2006 Share Posted November 1, 2006 Did you compile the script? Link to comment Share on other sites More sharing options...
ace92 Posted November 1, 2006 Author Share Posted November 1, 2006 here is the script: void main() { effect eLink1 = EffectAbilityIncrease(ABILITY_STRENGTH, 75); eLink1 = EffectLinkEffects(eLink1, EffectBlasterDeflectionIncrease(100)); eLink1 = EffectLinkEffects(eLink1, EffectAttackIncrease(3)); eLink1 = EffectLinkEffects(eLink1, EffectVisualEffect(VFX_PRO_FORCE_ARMOR)); int iIdx; for (iIdx = 0; iIdx < GetPartyMemberCount(); iIdx++) { object oParty = GetPartyMemberByIndex(iIdx); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink1, oParty, 20.0); } } and i need a temporry 20 sec. script can you write for me? Link to comment Share on other sites More sharing options...
Lit Ridl Posted November 2, 2006 Share Posted November 2, 2006 Hmm... Script looks perfect and 100% working... And it's effect lasts for 20 seconds as I see... Than the problem is that you forgot to do something in spells.2da Ah, and don't forget about icon. If you have made new row in spells.2da, than be sure that in the impactscript column you have specified name of your script without any .nss or .ncs. And really, have you compiled your script? p.s. if it still doesn't work send all files to me and I will fix everything and I'll write installer for it. Link to comment Share on other sites More sharing options...
ace92 Posted November 2, 2006 Author Share Posted November 2, 2006 Everything you said is ok with the script and all Link to comment Share on other sites More sharing options...
Lit Ridl Posted November 2, 2006 Share Posted November 2, 2006 So, it works? Link to comment Share on other sites More sharing options...
ace92 Posted November 2, 2006 Author Share Posted November 2, 2006 no i verfied everything you said and it doesn't works Link to comment Share on other sites More sharing options...
Lit Ridl Posted November 3, 2006 Share Posted November 3, 2006 no i verfied everything you said and it doesn't works Hmm... Try to send me all your files by e-mail. I will check and fix them, and send them you back. One another thing: be sure that you've choosen the biggest value in the forcefriendly row of all numbers you see in it. Be sure that priority is set to 0 if this is single force power, no itemtargeting and etc. So, if still nothing, send them to me. Link to comment Share on other sites More sharing options...
ace92 Posted November 3, 2006 Author Share Posted November 3, 2006 no i did what you told me and it worked,thanks!!! for the Appearance to what do i attach the script to? Link to comment Share on other sites More sharing options...
Lit Ridl Posted November 3, 2006 Share Posted November 3, 2006 no i did what you told me and it worked,thanks!!! for the Appearance to what do i attach the script to? Glad to hear that! Link to comment Share on other sites More sharing options...
ace92 Posted November 4, 2006 Author Share Posted November 4, 2006 i'm glad to but what do i do with the Appearance script what do i do with it?do i attach to something or do i put in the same script? Link to comment Share on other sites More sharing options...
Lit Ridl Posted November 4, 2006 Share Posted November 4, 2006 i'm glad to but what do i do with the Appearance script what do i do with it?do i attach to something or do i put in the same script? You may insert it anywhere. But if you want to add it to the existing script, remove void main () {} from my sequence. ReRead again, and you'll understand everything. Link to comment Share on other sites More sharing options...
ace92 Posted November 4, 2006 Author Share Posted November 4, 2006 ok can i do it like i don't want it to change to another body or shape i just want black tattoo like on the body can i do that? Link to comment Share on other sites More sharing options...
Lit Ridl Posted November 5, 2006 Share Posted November 5, 2006 ok can i do it like i don't want it to change to another body or shape i just want black tattoo like on the body can i do that? Oh, that is possible, but really difficult. Are you going to make it appliable by your force power? Tatoos are reskins... Anyway I had some experience of drawing pictures on the ground by using VFXes... But ground and body are different things... I think that reskin - is only one way. Of course you can duplicate each row in appearance.2da with tatoo applied... But all this is really difficult. Link to comment Share on other sites More sharing options...
ace92 Posted November 5, 2006 Author Share Posted November 5, 2006 i mean for the 20 sec the force power is on it's going to appear,so any idea or a way so i'l start? Link to comment Share on other sites More sharing options...
Lit Ridl Posted November 6, 2006 Share Posted November 6, 2006 i mean for the 20 sec the force power is on it's going to appear,so any idea or a way so i'l start? Ah! You want it's effects to appear after 20 seconds??? Then use DelayCommand(20.0f, YourCommand); Replace your command with the effect of your force power. Link to comment Share on other sites More sharing options...
ace92 Posted November 6, 2006 Author Share Posted November 6, 2006 no after but in the 20 sec Link to comment Share on other sites More sharing options...
Lit Ridl Posted November 6, 2006 Share Posted November 6, 2006 ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink1, oParty, 20.0); That is part of your code. See DURATION_TYPE_TEMPORARY and 20.0f ??? They make it lasts for 20 seconds. Just a tip: it is very bad to link visual effects with standard ones, I recommend you to unlink it. If you want VFX_PRO_FORCE_ARMOR to last for 20 seconds, then it will not. VFX_PRO_* type cannot last. But VFX_DUR_* will last as many time, as you want. Link to comment Share on other sites More sharing options...
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