1

Fixed Oorbaya explosions firing repeatedly in MQ11c after continuous attack with a torrent spell

This commit is contained in:
Eddoursul 2024-02-20 19:51:26 +01:00
parent bc36f45e94
commit ec1f47ebb4
2 changed files with 15 additions and 10 deletions

@ -15,16 +15,23 @@ Event OnInit()
EndEvent EndEvent
auto state Fighting
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
float CurrentHealth = Self.GetActorValue("Health") If (GetActorValue("Health") < BaseHealth * 0.03) && ! Dying
Dying = True
If (CurrentHealth < (Self.GetBaseActorValue("Health")*0.03)) GotoState("Dying")
PlayDeathSequence() PlayDeathSequence()
EndIf EndIf
EndEvent EndEvent
endstate
state Dying
; do nothing
endstate
;===================================================================================== ;=====================================================================================
; FUNCTIONS ; FUNCTIONS
@ -32,9 +39,7 @@ EndEvent
Function PlayDeathSequence() Function PlayDeathSequence()
Dying = True
Self.SetGhost(True) Self.SetGhost(True)
UnregisterForUpdate()
;; Gavrant: the code below is commented out because combatIdleStart breaks something in AI and the oorbaya stops making attacks in a fight ;; Gavrant: the code below is commented out because combatIdleStart breaks something in AI and the oorbaya stops making attacks in a fight
;Debug.SendAnimationEvent(Self, "combatIdleStart") ;Debug.SendAnimationEvent(Self, "combatIdleStart")
AtronachUnsummonDeathFXS.Play(Self) AtronachUnsummonDeathFXS.Play(Self)