Probier mal das hier: Code: Scriptname ZFinisherQuestScript Short bFinish Short iFinisherKey Float fQuestdelayTime Float fTimer Ref rTarget Begin GameMode if ( bFinish ) set fTimer to ( fTimer + GetSecondsPassed ) if ( fTimer >= 0.5 ) rTarget.Kill rTarget.RemoveItem ZTFinisherRing, 1 set bFinish to 0 set fTimer to 0 endif elseif ( IsKeyPressed2 iFinisherKey ) set rTarget to GetCrosshairRef if ( IsFormValid rTarget ) if ( rTarget.IsActor ) && ( rTarget.GetIsCreature == 0 ) && ( rTarget.GetDead == 0 ) set bFinish to 1 rTarget.AddItem ZTFinisherRing, 1 Player.Pickidle rTarget.PickIdle endif endif endif End Bei der alten Version wurde der Timer nie verwendet: es war extrem unwahrscheinlich, dass Possible bis zur Abfrage auch wirklich 2 bleibt.
Scriptname ZFinisherQuestScript Short bFinish Short iFinisherKey Float fQuestdelayTime Float fTimer Ref rTarget Begin GameMode if ( bFinish ) set fTimer to ( fTimer + GetSecondsPassed ) if ( fTimer >= 0.5 ) rTarget.Kill rTarget.RemoveItem ZTFinisherRing, 1 set bFinish to 0 set fTimer to 0 endif elseif ( IsKeyPressed2 iFinisherKey ) set rTarget to GetCrosshairRef if ( IsFormValid rTarget ) if ( rTarget.IsActor ) && ( rTarget.GetIsCreature == 0 ) && ( rTarget.GetDead == 0 ) set bFinish to 1 rTarget.AddItem ZTFinisherRing, 1 Player.Pickidle rTarget.PickIdle endif endif endif End
-- Ich kam, sah, und konnte meinen Augen nicht trauen
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