siwaton Posted January 7, 2020 Posted January 7, 2020 Mr.Myst42 Thank you I want to see your's script.
Revenant0713 Posted November 16, 2020 Posted November 16, 2020 On 1/7/2020 at 6:14 AM, Myst42 said: tfw people barely even communicates, or searches anymore. I made an extensive mod covering all kinds of bloodskal effects, so I might be the clostest thing to an expert in bloodskal beams on the internet lol Btw, my mod was released with source code, and any authorship claims, I just ask for a simple mention. On that script, everything you need to know about bloodskal beams is probably already there. Sneaking can be disabled normally via 2 ways: either a condition limiting whatever magic effect you have controlling the beams casting (provided you used a sustained effect or an ability to contain the main script) or, simply by using a check on the script asking for conditions. Which is what I used: Event OnAnimationEvent(ObjectReference akSource, String EventName) If SelfRef.IsSneaking() Return EndIf ;Etc... However, if I read the last posts right, then Azazellz is correct. Distinguishing between power attacks and regular attacks while sneaking will be problematic since bAllowRotation probably doesnt work the same way that it does while standing. It's more advisable to remove sneak beams entirely since they dont even make sense, gameplay-wise. Why would you openly declare your presence to the enemy with loud magic when stealth is the exact opposite of that? Just my opinion. If you really and I mean REAALLY consider indispensable to keep sneak beams working, then you probably need a special block, starting the same as above, checking it's own conditions inside and deciding whether it should cast a beam or not. To be honest, I'm not sure there even is a way to pull that off since the variables dont seem to cooperate much on making the proper distinction while sneaking. You can always try Animation Catcher to see if any special animation event is triggered only while power-attacking and not with regular strikes, since bAllowRotation is off the table for sneak hits. Anyway. Feel free to check the script. Or dont. It's a free world. BloodskalMagicScript.psc 13.71 kB · 10 downloads Good luck. I found a way to get them to work properly with sneak. Literally discovered it today by running debug.Notification on WeaponSwing animation event to return the attacker's istate as string. The following if statement should be a good substitute for the bAllowRotation check. if Attacker.GetAnimationVariableInt("iState") == 12 DoThingsHere() endIf You can also use iState == 60 to work with mounted attacks. But it won't differentiate between mounted basic and mounted power.
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