Obtaining the actors in same area as actor object

Post » Fri Nov 16, 2012 12:41 pm

I'm trying to make a spell that is like Unrelenting Force, but has the delivery method of Fire Storm. To be more specific, It'll be an AOE version of Unrelenting Force. I've tried editing the script and I know I need to identify which actors should be acted on by ".pushActorAway()" I don't know how to obtain the actors that are around the player character- in the spells area of effect. I tried looking for a method like "getActor"... but couldn't find anything. I'd really appreciate some help!

Thanks
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ZANEY82
 
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Post » Fri Nov 16, 2012 6:24 pm

Not sure if this is right but I think you would use an explosion for the unrelenting force effect. When you make an explosion you have an option to adjust the amount of force it has. This is how strong the unrelenting force would be, once you have that you can open your magic effect properties and fill in the explosion category with your explosion.
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Ann Church
 
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Post » Fri Nov 16, 2012 12:05 pm

nope didn't work.
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Assumptah George
 
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Post » Fri Nov 16, 2012 8:29 am

You still have to do a push actor away on all actors in the area or it won't work no matter how high a force you give it. Basically before actors are pushed at all, they won't enter a ragdoll state. If you set the force really high, you'll notice they stumble, but they won't actually get pushed. So here's a (somewhat complex) workaround. You make a scripted cloak spell. (To do this, make a scripted concentration aimed spell with the script you want to cast on actors, and then make a cloak spell with the conc aimed spell as its 1st associated item) The script spell does two things, it does a 0 force pushactoraway on akTarget, and it forces akCaster to cast a spell on self (for the count, the third spell you will actually have to create to get this working) that doesn't even do anything, but it has a big forceful large radius explosion.
For a radius I'd put it at about 220 (I think thats about 10 feet) and force of say 1000. Play around with it from there until it pushes them as much as you want it to.

So for the record:
1st Spell
Concentrated Aimed Script spell with this script:
Scriptname FirstSpell extends activemagiceffectevent OnEffectStart(Actor akTarget, Actor akCaster)   akCaster.PushActorAway(akTarget, 1000)endEvent

2nd Spell
Cloak type self duration 1 second radius 10 feet
1st associated item 1st spell

3rd spell
Unnecesarry if you made the other two. I hadn't looked at PushActorAway in a while and didn't realize that it automatically creates a vector for you from the source to the target for direction. The way I outlined above will work, but is unnecessarily complex.
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Amie Mccubbing
 
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Post » Fri Nov 16, 2012 7:16 pm

Thanks for the help Ducey! For some reason my first spell shows up in my spells, but the second spell doesn't. When I use the 'psb' console command, it says 2 spells added and I've only added these 2 spells with the plugin, so its being added but wont show up in the menu. Any idea what the problem is?
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Ana Torrecilla Cabeza
 
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Post » Fri Nov 16, 2012 4:03 pm

i created a spell that does this, but it was a while ago and i forgot exactly how i set everything up. but i do remember it was comprised of several magic effects and multiple spells in order to get it to work as an explosive force effect. you are more than welcome to poke around my source code and esp to look for yourself (link in my sig - black tower/black sacrament the spell is called Wrath of Sithis in the CK)
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Del Arte
 
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Post » Fri Nov 16, 2012 9:11 pm

Did you remember to add a magic school to the spell? If you don't give it a school of magic, no show in the menu.
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chloe hampson
 
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