How do I use PushActorAway?

Post » Fri May 13, 2011 11:29 am

Hello Friends!

I need some help using the PushActorAway function. One instance where I would like to use this function is in a dialogue situation where certain responses will get the player pushed.

For this can I put the function in the 'Results Script' from a dialogue option? Or do I have to output a variable from the dialogue and call it in a script tied to the NPC? If i put this script on and NPC regardless of dialog what would that script look like? Here is my failed example of just trying to get the function to even work:

Scn Push

Begin GameMode

If Player.GetDistance AngryManRef < 2
AngryManRef.PushActorAway Player 25
Endif

End

I would attach this to the AngryMan reference but this script won't save as it does not compile properly.

I have seen this function explained in other posts as being attached to weapons but it implementation puzzles me when I look at the parameters in the G.E.C.K. wiki:

[ActorREF]PushActorAway TargetREF iForce

BuddyRef.PushActorAway FredRef 10

Any feedback is much appreciated!
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Fri May 13, 2011 8:56 pm

Please use geck powerup (available at newvegasnexus.com) to see your script syntax errors. I pasted this into a mod I'm working on, changed the AngryManRef to a reference in my mod, and the script saved fine. In game, it did not push, so I don't know the whole answer to your problem.
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Fri May 13, 2011 11:21 am

Thanks for the tip.... I downloaded and extracted the powerup to the G.E.C.K. folder but it doesn't seem to make any marks when I write scripts. Another way I thought of implementing it was to place it on a container and when it is activated it would blast the player back. Hypothetical implementation;

scn Boom

Begin OnActivate

BoomerRef.PushActorAway PlayerRef 50

end

However this does not compile/save.
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

Post » Fri May 13, 2011 7:42 pm

G.E.C.K. PowerUp does work! I just need to read the readme closer... anyways I did get this to work on a container.

Here is the script attached to the container;

scn Boom

Begin OnActivate

BigBoom1.PushActorAway Player 50

end

FYI a havok force of 50 is similar to getting hit by a train.
User avatar
Setal Vara
 
Posts: 3390
Joined: Thu Nov 16, 2006 1:24 pm


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