Attaching a script and activator to a static object

Post » Sun Oct 02, 2011 9:40 pm

Im trying to add the Craftybits scripting measures to the in game anvils and bellows but before I get underway I want to make sure that its doable. I know that an existing script can be attached to a static object, but how about an activator, and what about the "hit box" that craftybits uses as the working script area? Also I would have to make the forge and the bellows act as containers. Does this whole idea seem like a practical method or is it going to give me headaches, I'm doing this for my own personal use so don't worry about me stealing anything.
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Nims
 
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Post » Mon Oct 03, 2011 12:45 am

STAT forms don't have a script slot while ACTI forms do. Make a new ACTI and copy the .NIF path and object bounds from the static anvil to create am anvil activator.
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k a t e
 
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Post » Mon Oct 03, 2011 10:15 am

You can't directly attach scripts to static objects. You can however convert static objects automatically in-game in such a way the player character experiences it as if it's a scripted activator or whatever. This should be done using GetCrossHairRef, GetModelPath, CloneForm, SetModelPath and PlaceAtMe. I created a mod doing just that and works flawlessly.
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Joe Alvarado
 
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