What is the safest way to forced the player to stand still

Post » Sun Aug 08, 2010 5:21 pm

For my Ghost Dodge in my Combat Magic mod (player turns into smoke for a brief moment to evade an attack) I need to stop the player form moving so that they cannot use this to get behind their opponent.

Right now I do it this way:

disable Control 1
disableControl 2
disableControl 3
disableControl 4


But I get nervous with disabling player controls because often they do not get set back properly when things like forced animations (stagger) or sudden switching from game mod to other mods occurs. Or when the script script a few frames for various reasons. So I was wondering what you guys thought of using other methods of stopping the player from moving around freely.

Using paralyze was my first thought but that can easily make the player fall to the ground.
What about using ModPCMovementSpeed or force playing a standing still animation or putting a token with a weight of 100000000 on the player?

I am thinking the last one is the safest way to go?
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Alyce Argabright
 
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Post » Sun Aug 08, 2010 3:24 pm

Well, you could try draining the players speed enough where it's pretty much futile to maneuver while the spell is active.

And possibly draining strength and taking melee attacks out of the equation and letting over-encumbrance make sure they can't move.

Or possibly even Paralysis.
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kelly thomson
 
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Post » Sun Aug 08, 2010 12:08 pm

I'd support the drain speed approach, as well, as that would be more inclined to play nice with mods that alter encumbrance. Realistic Fatigue, for example, makes it so that when you become over-encumbered, you fall to the ground with 0 fatigue, rendering you pretty helpless in combat.

Paralysis is pretty rigid in playing the getting up animation at the end, even if the player didn't actually fall over. Though this might work well, it would be a little clunky having the player getting up off the ground every time he ghosts, and in fact that could ruin the whole point of ghosting in the first place as the get up animation is long enough that it would allow your opponent to get in a cheap shot or two while the animation played out.
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Ella Loapaga
 
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Post » Sun Aug 08, 2010 11:10 am

Possibly the SetRestrained or SetUnconscious functions might work on the player.
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kat no x
 
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Post » Sun Aug 08, 2010 7:50 am

SetRestrained turned out to be the very best way to do it (for my applications) even on the player.

Thanks!


Possibly the SetRestrained or SetUnconscious functions might work on the player.

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Oyuki Manson Lavey
 
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