What's behind the ethereal shout? can it be replicated it?

Post » Tue Jan 01, 2013 6:40 pm

Hi,

I'd like to create what I call a ghostly ward. When cast, the ghostly ward will turn the player ethereal. When the ward is lowered, the effect stops.
The problem is that the ethereal shout is programmed (hard-coded?) in a way that when the player casts a spell or attacks, the ethereal effect stops immediately. So it seems I cannot use the shout.
The next best thing is to replicate what the shout does. Making the player APPEAR ethereal is very easy since the effect is just a shader. How can I prevent the player from bleeding or crying when hit though? How can I prevent the camera from shacking or blurring?

In the CK I found something called ImpactData. According to the wiki it seems these might be useful to get rid of the bleeding effect when hit, in particular the one called 'WPNVsGhostImpact'. If that the case, is there a way to make an actor (the player) use this impactdata information so that the game believes he is a ghost and should therefore not bleed?

Lots of questions I know but I'm still a noob on this.
Any information will be much appreciated!
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katie TWAVA
 
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Post » Tue Jan 01, 2013 6:55 pm

You can attach a script to the spell that uses PlayerRef.SetGhost(1) to make the player invulnerable to all damage while still being able to dish it out. It also prevent blood spatters and such, although you'll still get camera effects from things like falling too far (which is true of the Etherealize archetype, too).
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He got the
 
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Post » Tue Jan 01, 2013 5:37 am

mm...very interesting. I must try that out. Thanks for your help!

Edit: also, waiting for Elemental Mastery :wink:

Edit: it worked! I'll have to give the ghostly appearence to the player for flavor but the underlying mechanic is there and working beautifully! I can't believe it was so simple. Thanks again.
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Tiffany Holmes
 
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Post » Tue Jan 01, 2013 1:14 pm

No problem! Don't forget to set it back to zero at the end of the effect, or you'll end up with permanent invulnerability. Also, setting ghost on non-player NPCs sometimes does squirrely things to their casting, so your spell may only work properly on the player. Test everything!
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Mandy Muir
 
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