Difference between revisions of "Talk:SetActorValue - Actor"

1,186 bytes added ,  13:51, 6 June 2012
Adds an example script for SetAV Aggression.
imported>David Brasher
m (Formatting)
imported>David Brasher
(Adds an example script for SetAV Aggression.)
Line 1: Line 1:
== A Question ==
== A Question ==
Will using the SetAV code cause a permanent change of the base value ie after a save will it still be present?
Will using the SetAV code cause a permanent change of the base value ie after a save will it still be present?
== Example Script: SetAV Aggression from Trigger Zone ==
<source lang="papyrus">
Scriptname AAMyBadGuyGetsMadScript extends ObjectReference
; Attached to custom trigger zone.  Previously non-hostile bandit with aggression of 0 attacks player when he or she bumps into trigger zone. 
Event OnTriggerEnter(ObjectReference akActionRef)
if(akActionRef == Game.GetPlayer())
    AAMyBadGuyREF.SetAV ("Aggression", 2)
endif
EndEvent
Actor Property AAMyBadGuyREF  Auto
</source>
SetAV Aggression In conjunction with [[Factions Tab|Faction Relationships]], determines when the Actor will initiate combat:
{|border="1" cellpadding="5" cellspacing="0"
|-
! style="background:#efefef;" | Type
! style="background:#efefef;" | Value
! style="background:#efefef;" | Description
|-
|Unaggressive
|0
|Will not initiate combat.
|-
|Aggressive
|1
|Will attack Enemies on sight.
|-
|Very Aggressive
|2
|Will attack Enemies and Neutrals on sight.
|-
|Frenzied
|3
|Will attack anyone on sight. Actors are rarely set to Frenzied by default; this is usually the result of some other spell or effect (like the Frenzy spell).
|-
|}
--[[User:David Brasher|David Brasher]] 14:51, 6 June 2012 (EDT)