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Old 06-28-2013, 12:09 PM   #7
duster
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Join Date: Sep 2012
Location: High in the sky...
Posts: 217
Current Game: Alice,Broforce and Quake 3
Quote:
Originally Posted by Fallen Guardian View Post
Since an animation is an action and is assigned as such, it'd probably be better to call ClearAllActions, but since I can't remember exactly I'll throw in ClearAllEffects as well.

Code:
void main()
{

DelayCommand(1.5, AssignCommand(GetFirstPC(), ClearAllActions()));
DelayCommand(1.5, AssignCommand(GetFirstPC(), ClearAllEffects()));
}
Of course you can adjust 1.5 to whatever delay you want and it might be prudent to change GetFirstPC to something that would call the object that last activated the armband, if you plan to have more than just the PC be able to meditate on whim.
Surprisingly neither didn't make any difference.I compiled it into a script wich i also added into the rows of spells.2da and add it as another activate item property to the band.Were you refering on putting this script for another one that will "unmaditate" the player?


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