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ORI
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« on: 2007-09-12, 21:48:01 » |
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So Iv found a good way to do movement of the mind
For that my script spawns a Shadowmen actor from the COTD pack (Invisiable actor for those who do not know) ,does a Attach or Weapon Override (if the item is a weapon) with the target's template and posessess the newly spawned actor.
Now the first two stages seem to work correctly ( for items that are weapons anyway) but the possession part doesnt want to work and I cant figure why.
Here is the part of the code that does this process ( for weapons) I still need to add a few lines to bring the object back in its new position after the discipline "ends".
{check: thing: target, is, weapon} {spawn: target, cotd_shadowmentaser, nadaman} {weaponoverride: nadaman, <template.target>, 0} {remove: target} {effect: nadaman, caster, refresh, ef_disc_possession, 5, 0} {delay: <var.caster.invoke>*1000} {endeffect: owner-type, effectname, all} {stopwhen:true}
Here is what I use for Item and Prop: (( Note: I have to add weapon override brass knuckles to both check's body))
{check: thing: target, is, prop} <--------------- This whole thing doesnt seem to work at all , Do I have to use Iterate? {spawn: target, cotd_shadowmentaser, nadaman} {attach: nadaman, <template.target>, chest, 0, 0, 0} {remove: target} {effect: nadaman, caster, refresh, ef_disc_possession, 5, 0} {delay: <var.caster.invoke>*1000} {endeffect: owner-type, effectname, all} {stopwhen:true} ;------------------------------------------------------------------------------------------------------------------------------------------------------ {check: thing: target, is, item} {spawn: target, cotd_shadowmentaser, nadaman} {attach: nadaman, <template.target>, chest, 0, 0, 0} <----this line didnt work when I tried it dont know why, the rest of the body of the check did run through (except for Possession not working correctly of course) {remove: target} {effect: nadaman, caster, refresh, ef_disc_possession, 5, 0} {delay: <var.caster.invoke>*1000} {endeffect: owner-type, effectname, all} {stopwhen:true}
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