[Beta] Autopilot

Post » Tue Mar 01, 2011 5:45 am

Autopilot v0.9b
Triggers for Oblivion
http://tesnexus.com/downloads/file.php?id=30662




1. What it is

Autopilot allows you to configure up to 3 (for now) triggers. Triggers are sets of conditions that, when met, automatically execute a given command. This means you will be able to partly automate your Oblivion experience, eliminating the need to remember to perform certain actions. Hey, it's the way of the world, ain't it?

Note: The mod will delay the execution of commands if the player is casting or attacking, as many things cannot be complete during that time. The command will still execute once the player is finished.

2. How it is

Included is a customizable ini file. Here, you will define conditions and commands for the available triggers, as well as initially enable/disable triggers. You are also able to toggle triggers in mid-game.

If you make changes to the ini file after you've saved your game, use the config spell to reload the ini. In the toggle triggers menu, a + sign means the trigger is active. Click on that trigger, and the + will disappear, indicating that the trigger is disabled.


3. Triggers

  • Enter combat
  • End Combat
  • Health below %x
  • On detection
  • After casting x
  • On begin sneaking
  • On stop sneaking
  • On starting to trespass
  • On ending dialog
  • Every x seconds
  • On mounting
  • On dismounting
  • After leveling up


4. Commands

  • Draw weapon
  • Sheath weapon
  • Cast spell x on self
  • Equip item x
  • Quicksave
  • Select spell x
  • Start sneaking
  • Stop sneaking


5. Examples

On enter combat, equip "Facebasher"
When health below 20%, cast "Super Heal" on self
On detection, cast "Invisibility" on self
On cast "Fortify Strength" switch to "Fortify Speed"
After leveling up, quicksave.


6. Installation/Compatibility

Extract all files into your /Data folder.
READ AND CONFIGURE the ini!
OBSE v18b2 or higher required.
This is compatible with all mods.
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Arrogant SId
 
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Post » Tue Mar 01, 2011 10:12 pm

I like this idea. Anyway to trigger 'autosave'? The healing part I can definitely use. I could be the worlds worst about watching health when in combat.
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GRAEME
 
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Post » Tue Mar 01, 2011 9:15 pm

You scripter types never cease to amaze me! Good job appler! Looking forward to trying this out soon.
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Sarah Unwin
 
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Post » Tue Mar 01, 2011 2:47 pm

This looks interesting, and very promising for many cool uses. Good work!
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Fanny Rouyé
 
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Post » Tue Mar 01, 2011 6:28 am

I like this idea. Anyway to trigger 'autosave'?


Definitely! I'll add that to my list of triggers to update ;)

Thanks for the kind words guys! If you have any ideas, don't be shy!
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Helen Quill
 
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Post » Tue Mar 01, 2011 8:13 am

this might be useful for chain casting.

eg, on spell cast, swtich to another spell, after its cast, switch to another....repeat until done.
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Ladymorphine
 
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Post » Tue Mar 01, 2011 7:05 am

this might be useful for chain casting.

eg, on spell cast, swtich to another spell, after its cast, switch to another....repeat until done.


Problem is, there's no way to force the player to cast on target.. they'd all have to be self spells. Regardless, if you were trying to buff up before a fight, it would be useful.

I'll add "After casting spell x" to my list of triggers ;)

Edit: It is possible to cast a spell in the direction of a target, from an activator... it would skip casting animation though, any possibly be cheating :/
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sas
 
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Post » Tue Mar 01, 2011 2:57 pm

Wow, I like the look of this. Question: if you set it to Cast spell x on self, say after combat, would the spell you had previously selected still be selected, or would the "x" spell be selected instead?
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Neil
 
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Post » Tue Mar 01, 2011 6:53 pm

Wow, I like the look of this. Question: if you set it to Cast spell x on self, say after combat, would the spell you had previously selected still be selected, or would the "x" spell be selected instead?


Forcing the player to cast a spell via script does not even require switching selected spells, sooooo your spell never changes!
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Tina Tupou
 
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Post » Tue Mar 01, 2011 2:10 pm

Forcing the player to cast a spell via script does not even require switching selected spells, sooooo your spell never changes!

Awesome...I'm going to have to get this, there's some very cool uses in this.
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Dark Mogul
 
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Post » Tue Mar 01, 2011 9:10 pm

Definitely! I'll add that to my list of triggers to update ;)

Thanks for the kind words guys! If you have any ideas, don't be shy!


My god, that would be huge! Thanks.
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Joanne Crump
 
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Post » Tue Mar 01, 2011 6:30 pm

I ummm forgot the DL link... fixed :P
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SamanthaLove
 
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Post » Tue Mar 01, 2011 9:47 am

Great idea!

I have said for a long time that esoteric key combos svck eggs.

In my mods I always try to find player actions to trigger game mechanics not hot keys or arbitrary key combos! For example to denock and arrow in my Combat Archery mod you aim straight down at the ground. (no key press).

Intuitive games of the future will all be like that (as this minimizes the learning curve and encourages more people to play such games.)
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Bereket Fekadu
 
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Post » Tue Mar 01, 2011 7:01 am

Problem is, there's no way to force the player to cast on target.. they'd all have to be self spells. Regardless, if you were trying to buff up before a fight, it would be useful.

I'll add "After casting spell x" to my list of triggers ;)

Edit: It is possible to cast a spell in the direction of a target, from an activator... it would skip casting animation though, any possibly be cheating :/
For chain casting you wouldn't need to automate the entire process.

Just set it up so that: Player presses cast button with "Weakness to Shock" selected, spell is cast, "Lightning" is auto selected for Player's spell, player presses the cast button again to cast "lightning".

That way you could set up beneficial sequences of single spells, until you gain the ability to make multiple effect custom spells.
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Kellymarie Heppell
 
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Post » Tue Mar 01, 2011 1:51 pm

Oehhhh, looks great. :)

If you're interested I got a bit of code that lets you read an ini (with several slots sorta speak) in an almost infinite manner. Without the need to use seperate variables for each trigger.
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Miss Hayley
 
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Post » Tue Mar 01, 2011 8:57 am

Great implementation!!! This look like the system of FFXII from PS2. And it was one of my all time favorites! Waiting the expands of triggers and comands to dl. Testing too many betas already, some more and will :brokencomputer:
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Miranda Taylor
 
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Post » Tue Mar 01, 2011 12:36 pm

Reminds me of the DA:O AI Mapper. I didn't particularly like it.

This is a great idea - Kudos for implementation :tops: If I may make a suggestion, incorporating a method to add and remove triggers during runtime would bolster the mod's usefulness. One way to implement it would be to use the text input box to get the trigger and parse it.
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Taylor Thompson
 
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Post » Tue Mar 01, 2011 8:08 pm

This is a great idea - Kudos for implementation :tops: If I may make a suggestion, incorporating a method to add and remove triggers during runtime would bolster the mod's usefulness


There is, silly!
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Nana Samboy
 
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Post » Tue Mar 01, 2011 6:31 pm

Uploaded 0.8b!

New triggers:
# After casting x
# On begin sneaking
# On stop sneaking
# On starting to trespass

New commands:
# Quicksave
# Select new spell
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Kayla Bee
 
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Post » Tue Mar 01, 2011 7:43 pm

Appler, will you ever cease to amaze me ?
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x_JeNnY_x
 
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Post » Tue Mar 01, 2011 10:45 am

Appler, will you ever cease to amaze me ?


If I try very hard? hehe
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Becky Cox
 
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Post » Tue Mar 01, 2011 8:13 pm

Problem is, there's no way to force the player to cast on target.. they'd all have to be self spells. Regardless, if you were trying to buff up before a fight, it would be useful.

I'll add "After casting spell x" to my list of triggers ;)

Edit: It is possible to cast a spell in the direction of a target, from an activator... it would skip casting animation though, any possibly be cheating :/


Just tap the keys for the player, to, say, cast 5 spells in a row:

(player casts)set statevar to 1set spellcount to 0if(statevar > 0) if(spellcount < 5)  if(statevar == 1)   if(player.iscasting == 0)    selectplayerspell [newspell]    set spellcount to spellcount + 1    tapcontrol [castcontrol]    set statevar to 2   endif  else   if(player.iscasting)    set statevar to 1   else    tapcontrol [castcontrol]   endif  endif else  set statevar to 0 ;5 spells casted endifendif


Just a simple state system to check between casting and not casting, but you should get the idea. :)
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NEGRO
 
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Post » Tue Mar 01, 2011 6:30 pm

Could you add an "on Dialogue Trigger" ? It would be nice to auto equip a buffer of some type without having to equip it myself.
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IsAiah AkA figgy
 
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Post » Tue Mar 01, 2011 5:30 pm

Just tap the keys for the player


:facepalm: duh.. lol
and I could even turn the player to face a target!

I should get on that ;)
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Enny Labinjo
 
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Post » Tue Mar 01, 2011 8:54 pm

Could you add an "on Dialogue Trigger"


You mean like if an NPC is approaching you with the intent of dialogue, or when you initiate dialogue? Is it possible to equip during dialogue?
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Soraya Davy
 
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