Water Activator Won't work the script.

Post » Sun Aug 18, 2013 4:05 pm

So I made a script that works great on the WETempActivator but when I go to World Objects > Activators > Water section and move a water to the render window and then proceed to apply the same scrip it does not work.

Here is the script I'm trying to get to work on a Water Activator.

Spoiler

Scriptname ZapScript extends ObjectReference

import Utility
Actor Property PlayerREF Auto
Float Property RandomRate Auto ; Add random delay to pulse rate, capped at this value
Activator Property TargetType Auto ; What type of object are we zapping if we're spawning a node?
ObjectReference Property CurrentTarget Auto ; The actual target we're shooting at
Bool Property SpawnNode Auto ; Do we spawn a target? If not, zap the nearest valid target. Initializes 'False'
Spell Property Zap Auto ; What spell shall we use for the effect?
FormList Property TargetTypeList Auto ; List of potential targets
SPELL Property Bolt Auto


Event OnHit(ObjectReference akAggressor, Form akSource,Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \
bool abBashAttack, bool abHitBlocked)

if akSource == Zap
CurrentTarget = PlayerREF

if CurrentTarget ; it's possible that there is no target
Bolt.RemoteCast(self, Game.GetPlayer(), CurrentTarget )

endif
endif

EndEvent

I have made sure that I've set the properties the same as well.

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Stacey Mason
 
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