Whirlwind
Zephirius
Member Posts: 419
Is it even possible to force a PC to do a whirlwind attack. This is purely for esthetic reasons. Here's my code:
ActionDoCommand(ActionUseFeat(FEAT_WHIRLWIND_ATTACK, GetNearestEnemy(oPC)));
When my PC steps on the trigger, the character stutter-steps. But no whirlwind attack. They don't actually have to have the feat, right?
Oh, also I'm getting a script error in the chat box saying something along the lines of "error divided by zero". First I've never seen this before?
ActionDoCommand(ActionUseFeat(FEAT_WHIRLWIND_ATTACK, GetNearestEnemy(oPC)));
When my PC steps on the trigger, the character stutter-steps. But no whirlwind attack. They don't actually have to have the feat, right?
Oh, also I'm getting a script error in the chat box saying something along the lines of "error divided by zero". First I've never seen this before?
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Humm this is from the whirlwind attack feat script:
It's always something...
void RemoveTempWhirlwind(object oItem) { itemproperty ipRemove = GetFirstItemProperty(oItem); while (GetIsItemPropertyValid(ipRemove)) { if (GetItemPropertyTag(ipRemove) == "TEMP_WHIRLWIND") { RemoveItemProperty(oItem, ipRemove); } ipRemove = GetNextItemProperty(oItem); } } void main() { object oPC = GetLastUsedBy();//Test using a placeable useable object object oSkin = GetItemInSlot(INVENTORY_SLOT_CARMOUR, oPC);//Player skin object itemproperty ipWhirlwind = TagItemProperty(ItemPropertyBonusFeat(IP_CONST_FEAT_WHIRLWIND), "TEMP_WHIRLWIND"); AddItemProperty(DURATION_TYPE_PERMANENT, ipWhirlwind, oSkin); AssignCommand(oPC, ActionUseFeat(FEAT_WHIRLWIND_ATTACK, OBJECT_SELF)); //Delay required or feat will be removed before you can use it DelayCommand(3.0, RemoveTempWhirlwind(oSkin)); }Hope it helps.