Activating activators

Post » Fri Nov 18, 2011 2:52 am

Helloes. Answer to these might well be a single and simple "no" but, just in case...

- Is there any way to activate *unspecified* activators (all in an area, or all in the cell...) without the PC doing anything ?
I remember having while playing some mods, objects in the cell activating upon saving or loading a game. Seems to be the last used activator only, but had on one occasion 3 previously activated ones doing it at the same time. Anyone know more about this bug and whether it's exploitable in scripting ?

- The dummy's bible says the command Activate requires "OnActivate" to be called. Is there any way around this (besides using anims / moving commands / ... instead) for a specific activator ? (don't suppose "If OnActivate == 0" can return anything)
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Dan Endacott
 
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Post » Fri Nov 18, 2011 11:11 am

I think you could try describing what you'd like these objects to do
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Add Me
 
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Post » Fri Nov 18, 2011 7:06 am

Mostly theoretical questions, but I was thinking about doors - things like opening all the doors in an unspecified area if there are any (probably not possible unless there's a trick for it),

Or opening a door without the PC activating it by using an Activate command on it. (as a lazy way out of having to make an NPC do it, or replacing it with a more complex scripted object...)
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scorpion972
 
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Post » Fri Nov 18, 2011 8:20 am

Unique non-loading doors should be doable using lock 1 to close and/or getangle z / setangle z + 90 to open/close.
Probably you could use MWSE to get the references to generic doors (rubbing Fliggerty's lamp...)
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Ilona Neumann
 
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Post » Fri Nov 18, 2011 10:14 am

Was just fishing for a way of, among other things, swinging doors (not just setting a new position on them) without having to figure out the proper speed, orientation, add the sound etc. manually. That lock trick sounds nice to slam them though, I'll try it out, thanks.

I thought MWSE functions need to have the PC at least look/point at something to get its reference ? Gets even scarier if it can simply get all the refs in a cell... :cryvaultboy:
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Nathan Hunter
 
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Post » Fri Nov 18, 2011 11:07 am

I I thought MWSE functions need to have the PC at least look/point at something to get its reference ? Gets even scarier if it can simply get all the refs in a cell... :cryvaultboy:
XGetRef, [objectid]
Returns a reference to one of the active objects matching the objectid or a 0 if no active object is found. Active objects are in one of the loaded cells or are persistent like NPCs. This is most useful to locate NPCs and unique objects. If you try to find a mudcrab you could either find none (if you are far from the coast) or one of the many nearby (if you are near the coast)
From MWEdit XGetRef description, I think you can scan things loaded. I'm not a MWSE coder though.
[EDIT]I think you should get somewhere the numeric ID of doors/misc to filter XGetRef result and/or filter by door textual id?
(rubbing Fliggerty's lamp again :wink_smile: )
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Katie Samuel
 
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Post » Fri Nov 18, 2011 4:52 am

Was just fishing for a way of, among other things, swinging doors (not just setting a new position on them) without having to figure out the proper speed, orientation, add the sound etc. manually. That lock trick sounds nice to slam them though, I'll try it out, thanks.
Hmm, the only possibility I see is a invisible race (or invisible dressed) NPC using AIActivate on a MWSE scanned door reference. AI does not always work as expected, but it may be worth a try.
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Noraima Vega
 
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Post » Fri Nov 18, 2011 8:30 am

MWSE confirmed for scary.

Thanks for the ideas.Good to know there will always be some crazy stuff to mess with if I ever get bored, but I'll stick to the basics for now...
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Christie Mitchell
 
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