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Toggle god mode off before killing the player with a script

development
Eddoursul 3 months ago
parent 7a4e5e4e3b
commit acb1326376
  1. BIN
      scripts/_00e_epupdatefunctions.pex
  2. BIN
      scripts/_00e_killplayeronenter.pex
  3. BIN
      scripts/_00e_mq09_questfunctions.pex
  4. BIN
      scripts/_00e_mq12b_ballistaspellme.pex
  5. BIN
      scripts/_00e_mq13c_functions.pex
  6. BIN
      scripts/_00e_playerkillonenter.pex
  7. 1
      source/scripts/_00e_epupdatefunctions.psc
  8. 4
      source/scripts/_00e_killplayeronenter.psc
  9. 1
      source/scripts/_00e_mq09_questfunctions.psc
  10. 1
      source/scripts/_00e_mq12b_ballistaspellme.psc
  11. 1
      source/scripts/_00e_mq13c_functions.psc
  12. 13
      source/scripts/_00e_playerkillonenter.psc

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@ -139,6 +139,7 @@ State RealPlayer
If iArcaneFever >= 100 && isdead == False
isdead = True
Debug.SetGodMode(false)
Player.Kill()
_00E_Player_sArcaneFever_Death.Show()
If !bDoneArcanistsFever

@ -2,7 +2,7 @@ Scriptname _00E_KillPlayerOnEnter extends ObjectReference
Event OnTriggerEnter(ObjectReference akActionRef)
if akActionRef == Game.GetPlayer()
Debug.SetGodMode(false)
Game.GetPlayer().Kill(None)
EndIf
EndEvent
EndEvent

@ -304,6 +304,7 @@ Function KillPlayer()
_00E_AMB_Mystic_Whispers02M.Play(PlayerREF)
PoisonDeath.Apply()
Wait(2.9)
Debug.SetGodMode(false)
FadeToBlackHoldIMOD.ApplyCrossFade(afFadeDuration = 0.5)
PlayerREF.DamageActorValue("Health", 1000)
PlayerREF.KillEssential(_00E_MQ09_SamaelRef)

@ -7,6 +7,7 @@ Event OnEffectStart(Actor akTarget, Actor akCaster)
ParalyzeFxShader.Play(PlayerREF)
Utility.Wait(0.5)
ParalyzeFxShader.Stop(PlayerREF)
Debug.SetGodMode(false)
PlayerREF.Kill()
EndIf

@ -681,6 +681,7 @@ Function CollapseReactor()
ShockFXShader.Play(akCompanionNoRomance)
ShockFXShader.Play(akCompanionRomance)
MAGShockExpMassImod.Apply()
Debug.SetGodMode(false)
akCompanionNoRomance.Kill(akSteelbirdAtrium)
akCompanionRomance.Kill(akSteelbirdAtrium)
PlayerREF.Kill(akSteelbirdAtrium)

@ -1,13 +1,8 @@
ScriptName _00E_PlayerKillOnEnter Extends ObjectReference
;-- Functions ---------------------------------------
; Skipped compiler generated GetState
; Skipped compiler generated GotoState
Event OnTriggerEnter(ObjectReference akActionRef)
If akActionRef == Game.GetPlayer() as ObjectReference
Game.GetPlayer().Kill(None)
EndIf
If akActionRef == Game.GetPlayer()
Debug.SetGodMode(false)
Game.GetPlayer().Kill()
EndIf
EndEvent

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