Rising the dead

Post » Mon May 02, 2011 5:10 am

Im trying to make undead that seem dead, until you get near them, then they get up and start attacking.

I was thinking of having them with negative fatigue, then when you get close a script fires and they get thier fatigue back, but using setav fatigue does seem to work. How would i do this? or is there a better way?
User avatar
Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Sun May 01, 2011 3:51 pm

You could try putting their health at 0, then when the player does something, have them resurrected. I haven't heard of a script that would do that if you get near them - but it would work OnLoad, or perhaps when the player activates something.
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Sun May 01, 2011 3:00 pm

But what i want is them actually getting up, resurrect just makes them dissappear and re-appear again doesnt it?

Doesnt look very realistic.
User avatar
Janine Rose
 
Posts: 3428
Joined: Wed Feb 14, 2007 6:59 pm

Post » Sun May 01, 2011 5:46 pm

There is a resurrection spell on Tesnexus that has the target get up normaly. Try looking at that.

EDIT: I believe it is Resurrect 1 and the 1 means that the target will do animation.
User avatar
Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Sun May 01, 2011 11:37 pm

I'm not sure if this is okay but...

scn begin gamemodeif player.getdistance <= 250resurrect 1setav health 100endifend


like faustuss said you need to put his health at 0 so he actually dead, but the zombie will resurrect when the player gets 250 units near the zombie
User avatar
Andrew Tarango
 
Posts: 3454
Joined: Wed Oct 17, 2007 10:07 am

Post » Sun May 01, 2011 11:43 pm

In the Shivering Isles you have a cave (guess it is called the Corpse Well) and there are zombies there who play dead until you draw too close. Load up CS and get a look at their script.
User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Sun May 01, 2011 5:32 pm

The best way I've found is to use an ability with a drain fatigue effect. Have the creature scripted to remove the ability once the player gets close, but to re-apply it upon actual death. If the actor is not initially hostile, there is often no warning prior to the creature springing to life.

Although the spell list of one spawn is shared by all spawns of the same base, this spell list is only generated when the cell is loaded, rather than constantly. Meaning that if you have the same actor used 10 times in an interior, and all of them have the ability at the start, removing it from one will not cause all the other ones to suddenly spring to life. The exception to this is if the player, while running away, moves into another cell that uses the same spawns... who will now all be wandering around. This exception however can be quickly fixed by re-adding the ability within an onload block.
User avatar
Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm


Return to IV - Oblivion