Quick Questions -- Quick Answers, The Eighteenth

Post » Fri May 27, 2011 5:57 am

Seventeenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1043373
Sixteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1035831
Fifteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1027524
Fourteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1020604
Thirteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1018432
Twelfth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1008041
Eleventh Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=996298
Tenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=974783
Ninth Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=957607
Eighth Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=937577
Seventh Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=912613
Sixth Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=878165

Got a quick question? Post here for a quick response.
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Andrew Perry
 
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Post » Thu May 26, 2011 10:09 pm

Just a quick "bump" of my previous question:

Make the trigger a child of the door, then attach a script that by activating the trigger the parentref is activated (so the door opens). Most "door triggers" come with fitting scripts by default.

I'm only in the script-learn phase, so could you please (re-)write the script for me (after reading the one below)?
Also, the door triggers you speak of, when I modify them to fit my needs, don't work anymore... Here is the script of the lever:

scn ArcheryCampCaveBarrelScriptshort openshort busybegin onActivate	if open == 0 && isAnimPlaying == 0		if busy == 0 && RightBarrel.isAnimPlaying == 0			set busy to 1			playgroup forward 1			RightBarrel.playgroup forward 1			set open to 1		endif	else		if busy == 0 && RightBarrel.isAnimPlaying == 0			set busy to 1			playgroup backward 1			RightBarrel.playgroup backward 1			set open to 0		endif	endifendbegin gameMode	if isAnimPlaying == 0 && busy == 1		set busy to 0	endifend

I got this from the Anvil trigger
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Valerie Marie
 
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Post » Fri May 27, 2011 7:48 am

Horse markers...what the hell do they do? essentially i've been messing around with the editor, and unlike the travel markers, haven't really found a way to "link" them to the travel marker, do they just have to be within that yellow ring the travel markers give off to be valid? (I'm assuming the horse marker specifies where the horse will go upon fast travel to a point, but i asked becuase this doesn't seem to be the case with the one i'm currently fiddling around with)
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xx_Jess_xx
 
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Post » Fri May 27, 2011 1:31 pm

Nope, it's the marker that is used to tell where your horse will be spawn when you've bought one.
Take a look at the script of a horse-salesman to see when it is used.
---------------
To Floating Jet, why did you use this script in the first place? The reason that the anvil one is different from the regular activators is that it needs something to be disabled.

With a regular activator I mean one that's placed at buttons. You could simple assign a parent outside of the script in this one without having to touch the script any further :
short busyref targetref mySelfbegin onActivate		if busy == 0		set target to getParentRef		set mySelf to getSelf		target.activate mySelf 1		playgroup forward 0		set busy to 1	endifendbegin gameMode	if isAnimPlaying == 0 && busy == 1		set busy to 0	endifend

(This one is a slightly modified version of the ARSwitch01SCRIPT )
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Mandi Norton
 
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Post » Fri May 27, 2011 1:10 am

I was wondering what the "Dangerous" flag actually does, do NPCs just avoid getting near it or what?
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R.I.p MOmmy
 
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Post » Fri May 27, 2011 3:51 am

I was wondering what the "Dangerous" flag actually does, do NPCs just avoid getting near it or what?
Yup. Actors avoid triggering activators flagged as dangerous.
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sarah taylor
 
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Post » Fri May 27, 2011 3:50 am

I'm afraid I don't know what tiki torches are, but I can't find any long-shafted torches in the CS from Oblivion.esm. The closest thing I can find is a candlestick. But I'm sure I've seen something like what you described though... Well, it might just have been ordinary torches. I'm not very experienced with world- / cell editing.

Found 'em!

I happened to swing by Pothole Caverns this evening, and there they were. They're "TorchTall," and listed under Activators rather than Lights.

Knew I'd seen those things...
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kitten maciver
 
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Post » Fri May 27, 2011 2:47 am

I'm currently working on a cave for a mod. I'd like to use a trigzone rather than a door for this particular cave, however I also need the activator to allow a crucial quest npc enter as well. Anyone got any ideas?
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Céline Rémy
 
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Post » Fri May 27, 2011 8:04 am

I'm currently working on a cave for a mod. I'd like to use a trigzone rather than a door for this particular cave, however I also need the activator to allow a crucial quest npc enter as well. Anyone got any ideas?

Create a new faction and add it only to the Player (through a scripted event, quest update, reading a book/scroll, etc.) and the quest NPC. Then create a condition for the Trigzone to move only members of that faction into the cave. If you go this route, make sure the "Hidden From PC" flag is checked. Then you won't need to make an icon for it because it won't show up in the faction tab in game.
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CRuzIta LUVz grlz
 
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Post » Fri May 27, 2011 8:05 am

Nope, it's the marker that is used to tell where your horse will be spawn when you've bought one.
Take a look at the script of a horse-salesman to see when it is used.


oh...

New question, anyone have an idea why there is a horsemarker at battlehorn castle then? is there a simple way to find out what script it's used in (if any use it)? I think i'm looking at the horse scripts currently, and not seeing any marked down for battlehorn, is it just a defunct marker?
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Schel[Anne]FTL
 
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Post » Fri May 27, 2011 1:24 am

is there a simple way to find out what script it's used in (if any use it)?


Construction Set will show you where an item is used if you right-click on it in the text lists and select Use Info from the context menu.
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Adriana Lenzo
 
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Post » Fri May 27, 2011 2:19 am

Create a new faction and add it only to the Player (through a scripted event, quest update, reading a book/scroll, etc.) and the quest NPC. Then create a condition for the Trigzone to move only members of that faction into the cave. If you go this route, make sure the "Hidden From PC" flag is checked. Then you won't need to make an icon for it because it won't show up in the faction tab in game.


Actually I was more concerned about how exactly the AI would know that the trigzone is the entrance/exit. Though your suggestion is still helpful for later.
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sexy zara
 
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Post » Fri May 27, 2011 4:15 am

Actually I was more concerned about how exactly the AI would know that the trigzone is the entrance/exit. Though your suggestion is still helpful for later.

You could place an XMarker just inside the Trigzone and have the NPC travel to it.

EDIT: Showler's idea (below) is actuall better. But, instead of using a black texture, make a door that uses the .NIF of the collision box and place it inside the trigzone. Then set up the trigzone so it just moves the Player.
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Facebook me
 
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Post » Fri May 27, 2011 7:12 am

Or just make a door that's a black texture and place it just the other side of the trigger zone. That way if the trigger doesn't work, the NPC can still use the door.
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Jesus Sanchez
 
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Post » Fri May 27, 2011 7:16 am

Two quick scripting questions:

#1
I'm sending a dagger to a "garbage collector" NPC via activate command. I need to confirm that the NPC actually received the dagger.
I know I've seen it in one of the posts here but now I can't find it, and my memory isn't good enough to recall how.
Just need an example block or a link.

#2
Building on the garbage collector NPC idea...
senario:
If the player has a dagger in their inventory.
The NPC has a long sword in theirs.

When the player drops the dagger, its script sends it to the NPC can the long sword be called from the NPC inventory and "placed at me" to give the illusion that the dagger turned into the long sword.
And when the long sword is picked back up it turns back into the dagger. I know I could use add/remove/placeatme commands, but I want to use a finite number of weapons to remove any risk of bloat.
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Mr. Allen
 
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Post » Fri May 27, 2011 4:18 am

If they are unique sword and dagger, you don't need the NPC.
Create them as persistent objects in the CS.
Script the sword's onActivate block to disable itself, enable the dagger and make the player pick the dagger up (DaggerRef.activate player 1).
Script the dagger's onDrop block to disable itself, enable the sword and move it to the player.

No bloating, as you are not creating anyyhing on the fly.
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ladyflames
 
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Post » Fri May 27, 2011 8:59 am

When i try to save an esp, the CS gives me the message "You must close all open Dialog Boxes before saving." I looked for anything open and closed it, went to View -> Open windows and it was empty, clicked refresh and close all just to make sure, but i still get the message. . .is there some hidden dialog box i'm missing?
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Tinkerbells
 
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Post » Fri May 27, 2011 5:54 am

You may get rid of such messages by modifying the CS INI file. Take a look - http://cs.elderscrolls.com/constwiki/index.php/Useful_settings_in_ConstructionSet.ini
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Samantha Mitchell
 
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Post » Fri May 27, 2011 3:13 am

Is there a quick way to edit the dodge kfs so that I move only half as far when I dodge? I took a look at some animation tutorials and I think the answer is no, but I just want to make sure since I'm no expert.
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josie treuberg
 
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Post » Fri May 27, 2011 9:14 am

I'm confused by something. I'm working on a little project of mine in which I have to capture some information about the weapon the player has equipped, like reach, speed, and damage. And while speed and reach are no problem, I'm having a bit of a problem with getting the weapon damage. I checked the CS Wiki and it looks like the function I should be using is GetEquippedObject followed by the SlotID and the Value I want to get (in that order?) but I'm a bit uncertain of the exact syntax. This is the way I have it set up right now:

set WeaponDamage to player.GetEquippedObject 16 100

and it's not working. I've tried reversing the order of slotID and value, and it still didn't work, so I think I'm doing something completely wrong.

Also, is there a simple way to change the damage rating of a weapon through scripts?
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JR Cash
 
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Post » Thu May 26, 2011 11:54 pm

Where did you get that information from?

set EquippedWeapon to player.getequippedobject 16 ; will set the variable to the currently equipped weapon

and

set WeaponDamage to EquippedWeapon.getattackdamage ; should set the variable to the weapons base attack rating.

But I don't think there's a combination command. Where is the "100" coming from?
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Jaki Birch
 
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Post » Fri May 27, 2011 12:32 am

http://cs.elderscrolls.com/constwiki/index.php/Template:OBSEValuetypes

Then I was also confused by http://cs.elderscrolls.com/constwiki/index.php/GetEquippedObjectValue function.

I looked on the CS Wiki for a "getattackdamage" function, but I couldn't find it in the list of functions, so I assumed it didn't exist. Thanks for clearing that up though. Saved me a lot of trouble. :)

So I assume that damage is simply modified with SetAttackDamage?
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Donatus Uwasomba
 
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Post » Fri May 27, 2011 12:40 pm

You'll want to bookmark this: http://obse.silverlock.org/obse_command_doc.html

It's the current command docs to OBSE. Much more updated than the CS wiki.

edit: It's probably, "set WeaponDamage to getattackdamage EquippedWeapon" now that I think about it. Getequippedobject returns a base object, not a reference.
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Kyra
 
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Post » Fri May 27, 2011 9:19 am

I have a question. I have this mod that equips items on the player (some clothing) and while under the effect of the spell that does this four of the three items cannot be unequipped. I have looked into the spell that does this, and all it does is add the items to the player and then equip them on the player. The items themselves also do not have a script attached to them period. :banghead:

So my question is how would this be done. BTW I do not have OBSE and cannot use it because i use the D2D version of Oblivion. Any insight would be appreciated.

EDIT: nvm. I figured it out. turns out it was the script. feel kinda dumb, but that how you learn. lol. :grad:
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DarkGypsy
 
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Post » Fri May 27, 2011 12:55 pm

If I am using a tileset resource, do I have to make a new object for every single mesh? Or is there a simpler way?
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Michelle Serenity Boss
 
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