Danke das du im Forum was geschriben hast
Und der had geshriben:
Attach this script to the amulet:
CODE
scn SomeName
short easecpu;if you dont use this, the game will be very heavy for your cpu
float height
Begin Gamemode
if player.getequipped <itemid>
if easecpu < 10
set easepu to easecpu +
return
else
set easecpu to 0
endif
<name of the activator>.moveto player
set height to <name of the activator>.getpos z + 150
<name of the activator>.setpos height z
<name of the activator>.cast Someawesomespelleditorid Player
endif
End
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Hmm id suggest this:
First create a activator in a hidden cell, make it a persistent reference, give it the name acti ot something like that (in the il popup window where you make it a persistent reference) .
Attach this script to the amulet:
CODE
scn SomeName
short easecpu;if you dont use this, the game will be very heavy for your cpu
float height
Begin Gamemode
if player.getequipped <itemid>
if easecpu < 10
set easepu to easecpu +
return
else
set easecpu to 0
endif
<name of the activator>.moveto player
set height to <name of the activator>.getpos z + 150
<name of the activator>.setpos height z
<name of the activator>.cast Someawesomespelleditorid Player
endif
End
And create this script:
CODE
scn Somename2
ref self
Begin Scripteffectstart
set self to getself
if self.isactor == 0 || self.iscreature == 1;unfortunatly theres no isnpc function so you will also kill bandits, you can add || self.isactorevil == 1 but thatll stop killing some npcs
return
endif
if player.getlos self
kill self
endif
End
Ich verstehe nicht viel