Quick Questions, Quick Answera - Thread #19

Post » Wed May 08, 2013 8:35 am

http://www.gamesas.com/topic/1348211-the-quick-ck-questions-thread/ | http://www.gamesas.com/topic/1353350-quick-ck-questions-thread-2/ | http://www.gamesas.com/topic/1365336-quick-questions-quick-answers-the-3rd/ | http://www.gamesas.com/topic/1373468-quick-questions-quick-answers-thread-4/ | http://www.gamesas.com/topic/1395667-quick-questions-quick-answers-thread-5/ | http://www.gamesas.com/topic/1406245-quick-questions-quick-answers-thread-6/ | http://www.gamesas.com/topic/1411305-quick-questions-quick-answers-thread-7/ | http://www.gamesas.com/topic/1414436-quick-questions-quick-answers-thread-8/ | http://www.gamesas.com/topic/1418982-quick-questions-quick-answers-thread-9/ | http://www.gamesas.com/topic/1424574-questions-quick-answers-thread-10/ | http://www.gamesas.com/topic/1427837-quick-questions-quick-answers-thread-11/ | http://www.gamesas.com/topic/1432221-quick-questions-quick-answers-thread-12/ | http://www.gamesas.com/topic/1434686-quick-questions-quick-answers-thread-13/ | http://www.gamesas.com/topic/1437011-quick-questions-quick-answers-thread-14/ | http://www.gamesas.com/topic/1439381-quick-questions-quick-answers-thread-15/ | http://www.gamesas.com/topic/1442236-quick-questions-quick-answers-thread-16/ | http://www.gamesas.com/topic/1444947-quick-questions-quick-answers-thread-17/ | http://www.gamesas.com/topic/1449652-quick-questions-quick-answers-thread-18/

Have a quick question? Need a quick answer? If you have not had any luck with the Creation Kit Wiki, post away and hopefully someone will have the answer(s) you seek.
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Misty lt
 
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Post » Wed May 08, 2013 8:30 am

Because of http://www.gamesas.com/topic/1457905-cant-get-gamefasttravel-to-work/?view=getnewpost I'm am forced to resort to using MoveTo(). The thing is I would still like to simulate the time spent travelling.

Anybody got an idea of the best way to script the game time forward a few hours. I know there's the GameTime global that can be changed, but I think I remember hearing this may have adverse effects. Any suggestions?

- Hypno
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Klaire
 
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Post » Wed May 08, 2013 5:13 pm

I just use GameHour.Mod(fHowMuch). Haven't seen or heard about these adverse effects. The only thing I noticed is that it doesn't effect the duration of applied spells, but everything else (day/night cycle, RegisterForUpdate(GameTime), Utility.Wait) all seem to be modified properly. I'm pretty sure packages update immediately as well.

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Alan Whiston
 
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Post » Wed May 08, 2013 4:41 pm

Ok cool. I don't know where I heard it from, it was just floating in the back of my mind. Maybe I'm confusing it with something else. Anyways, I'm only going to be pushing the time forward 5 hours and it shouldn't be happening too often (unless the player dies an awful lot), shouldn't really cause any problems (hopefully) :)

- Hypno
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Johnny
 
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Post » Wed May 08, 2013 8:44 am

you need to create a quest with empty or dummy properties (of whatever type you need)

then create a script property in each magiceffect you want to be able to communicate with oneanother

quest script(on quest or alias)

Spoiler

MagicEffect script

Spoiler

important note: you will want to make sure that you select the script running on the right quest/referencealias for the 'dum' property under the properties of the magiceffect script.

just as an example, script may be buggy as I don't have access to a Papyrus editor atm :blush:

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Brandi Norton
 
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Post » Wed May 08, 2013 10:50 am

does anyone know what http://www.creationkit.com/GetInCurrentLocFormList does?

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Abel Vazquez
 
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Post » Wed May 08, 2013 4:59 am

from what it sounds like i'd guess it checks if a reference of a type in a form list is in a location...?

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casey macmillan
 
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Post » Wed May 08, 2013 5:20 am

It sounds like it checks to see if the "whatever" is currently in one of the locations from a formlist of locations.

- Hypno
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sw1ss
 
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Post » Wed May 08, 2013 2:19 pm


Is the location of a ref in a formlist of locations.
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Kanaoka
 
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Post » Wed May 08, 2013 10:21 am

LOL All three of you said the same thing with different wording haha, that's cool.

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Steph
 
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Post » Wed May 08, 2013 2:48 pm

That is it exactly, Thank you!

I have since figured out putting desired shared Properties in a Quest, for the magicEffect script to fill during some event.

Your solution is for a single instance is it not? The dummy script receives a pointer to the actor in the onEffectStart() call, effectively tying it to one actor/magicEffect ? If I need to apply this to multiple actors, I would need a dummyScript for each one, no?

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Mandi Norton
 
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Post » Wed May 08, 2013 7:53 am

What is the best way for detecting time changes due to player waiting, sleeping and fast travelling?

Sleeping: onSleep()

Waiting: isInMenuMode()

Fast Travel: ?

All of these could potentially go into a script extending referenceAlias right? Event driven methods would be the best to avoid registering for update overhead, but that is onSleep() only as far as I can tell.

EDIT: Never mind, found my answer. SKSE requried. A script extending referenceAlias w/

	RegisterForSleep()	RegisterForMenu("MapMenu")	RegisterForMenu("Sleep/Wait Menu")

These events can be used to fire off some updates to determine how much time has passed using:

	int hw = Game.QueryStat("Hours Waiting") 	int hs = Game.QueryStat("Hours Slept") 
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Yonah
 
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Post » Wed May 08, 2013 4:57 am

Another quick question. How do I make a 'Utility' Script?

I have many small code bits, such as :

Scriptname kvwcUtil Hidden; Format float number for fixed decimalsstring Function formatFloat(float f, int decPlaces) 	String s = f as string	int p = StringUtil.Find(s, ".", 0)	return stringUtil.subString(s, 0, (p + decPlaces + 1) )endFunction

But errors (cannot call the member function ... must call it on a variable) show this script needs to be attached to something. I cannot call with just kvUtil.formatFloat(1.234, 2). Can I make a script that does not need to be attached?

EDIT. Never mind.

string Function formatFloat(float f, int decPlaces) global

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Aliish Sheldonn
 
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Post » Wed May 08, 2013 3:30 am

Does anyone have any general tips for navmeshing effectively?

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Alyna
 
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Post » Wed May 08, 2013 11:40 am

I was putting some weapon racks in my house and they work perfectly fine all except for a message displayed on the screen when I put a weapon on there. It say "Returning Persistent Reference" Has anyone seen that before or know what that's all about?

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Cesar Gomez
 
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