How do you make magic illegal in an interior?
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How do you make magic illegal in an interior?
Well the topic says it all, how does one do that? I have not seen anything from searching the boards.
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I don't think you can - directly at least. Of course, there's not reason you couldn't pop the spell effect Drain Magica 100000 points on the player when they enter, and remove it when they leave. That would keep they from casting anything
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You could put an activator in the interior with a script that uses ' if (player->GetSoundPlaying "blah blah" == 1 )' to detect the various spell sounds (one for each school of magic) as the player casts them. Then 'modpccrimelevel', to make the player's bounty goes up as if they've committed a crime. That ought to do it.
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That would work but keep in mind that it will run even if no one sees you perform the magic unless you attach it to an NPC and use GetLOS to determine if they can see the player (if you attach it to more than 1 NPC you will get a crime boost for every NPC who sees you).
Actually I have thought of a better way to do this.
-You attach a script to each NPC that checks there line of site (use GetLOS, but only run it every 5 secs or so since this function will slow you down alot).
-You attach the sound detecting script to a different activator
-When NPC see you it sets a state variable to 1 in the sound detecting activator (using Set sound_detector.state_variable to 1). You should use a different variable for each actor (this will make things easier when only some of the NPC's can see you).
-This starts the sound detector.
-when GetLOS returns 0 for all NPC stop the sound detector, also should be reset upon cell change.
-Starcrunch
Actually I have thought of a better way to do this.
-You attach a script to each NPC that checks there line of site (use GetLOS, but only run it every 5 secs or so since this function will slow you down alot).
-You attach the sound detecting script to a different activator
-When NPC see you it sets a state variable to 1 in the sound detecting activator (using Set sound_detector.state_variable to 1). You should use a different variable for each actor (this will make things easier when only some of the NPC's can see you).
-This starts the sound detector.
-when GetLOS returns 0 for all NPC stop the sound detector, also should be reset upon cell change.
-Starcrunch
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Disabling magic entirely isn't a good idea. what about people who are magic based characters? they would be utterly screwed in your interior. Teleportation is a different story, and is a simple checkbox if you have trib or BM.
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If the magic is disabled then they can't use them anyway.so if the player uses recall, Divine/almsivi intervention, the magic will still be disabled.
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