The Dead Rise... Please help!

Post » Tue Jun 19, 2012 6:12 pm

I have a script that causes different effects depending on the type and power of a strike.

On some strikes, it will both use "PushActorAway" with 0 magnitude that just causes the target to ragdoll. Sometimes, there is also a bleeding effect that also takes place. The problem comes when the bleeding causes death after the animation of the actor getting back up begins. In such a case, the target is dead, but it continues to get up, then just stands there. I can search the body like it's dead even though it appears to be alive.

What can I do to avoid this? I've thought of adding a paralyze effect, but there's no telling exactly when the bleeding damage will cause death. I'd rather not keep the target down any longer than needed. After all, it may be the player. Is there any way to interrupt the animation to ragdoll the body again for good?

Thank you! :-)
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tegan fiamengo
 
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Post » Tue Jun 19, 2012 10:02 pm

Have you tried calling http://www.creationkit.com/PushActorAway_-_ObjectReference a second time?

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Liv Staff
 
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Post » Tue Jun 19, 2012 9:30 pm

I'm afraid not. When would you suggest I do that?
OnDeath or OnDying events?
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Kristina Campbell
 
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Post » Tue Jun 19, 2012 5:32 pm

Either of those should be fine. If they're not running a dying animation, then http://www.creationkit.com/OnDying_-_Actor would probably be better.

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Ronald
 
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Post » Tue Jun 19, 2012 5:21 pm

Thank you so much! :-D

Would it be overkill to add it to both?
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Mrs Pooh
 
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Post » Wed Jun 20, 2012 2:36 am

Hmm, I've tried it both way, but if death occurs at just the right time, the animation still begins and results with a standing dead actor.
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megan gleeson
 
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Post » Wed Jun 20, 2012 5:19 am

Okay, in that case try adding a short http://www.creationkit.com/Wait_-_Utility call in there to delay it by half a second or however long is required.

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Kevan Olson
 
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Post » Wed Jun 20, 2012 2:15 am

Hey Kageseigi, I'm glad that huge script of yours is done :)

Unless there is a way to force an actor to cancel an animation, which I do not know, I guess you should either wait for the animation to end to begin the bleeding effect or make the bleeding effect ( it was a spell , wasn't it?) check the actor remaining hp and skip the push if they are going to die.
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{Richies Mommy}
 
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Post » Wed Jun 20, 2012 2:30 am

Okay, in that case try adding a short http://www.creationkit.com/Wait_-_Utility call in there to delay it by half a second or however long is required.

Haha, I actually just finished trying that. I even tried to kill the actor directly during the OnDying event. I guess it's just too close to the animation.


Hey Kageseigi, I'm glad that huge script of yours is done :smile:

Unless there is a way to force an actor to cancel an animation, which I do not know, I guess you should either wait for the animation to end to begin the bleeding effect or make the bleeding effect ( it was a spell , wasn't it?) check the actor remaining hp and skip the push if they are going to die.

Haha, if only it were done! :-P
But I do seem to have a semi-playable version just for fun. I still need to find a way to make weapons ONLY damage targets by enchantment or script. I've actually got posted http://www.gamesas.com/topic/1355825-make-actors-ignore-weapon-damage/ about it. Once I get that implemented, fighting someone in heavy armor is going to be a chore :-P

Yeah, I'm thinking of adding a paralyze effect IF health is too low. Hmm, is there a way to check if the actor is on the ground or not?
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Jonny
 
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