@peachykeen:
1. Plants should react to being touched with light/ sound/ damage or poison the player depending on random, certain skills of the player/ starting an animation
That's not a problem. Do you want an actual skill or a global fake skill variable (for example, the Alchemy skill, or a "Commune with mean plants" skill added by this mod)?
2. I need a script that makes an activator play a sound once!!! Will make kind of organ out of special plants. Later: If melody is right, meaning activators were activated in right sequence, something will happen...
I have an idea that'd make that extremely simple to do. I'll get code together tonight. How many plants, what do they do, and what pattern?
3. I need a script where you can plant a seed and the day after a custom plant becomes enabled. Similar to playertower in tel Ulvirith.
Posted code for that the other day in the CS forum, I can rework it for that purpose.
4. I need a script that does teleport the player, when he/she steps on certain activator.
Does it have to be companion-friendly, and where to?
5. I need a script that slows the player down, when walking on a plane mesh. Want to simulate movement in swamp!!!
I have a thought to pull that off (basically use SetPos and lerping between the old and new position). I'll have to test that out.
6. I need a script that glues the player onto a moving activator (floating rocks and so). Movement will be not just up and down.
I can script that, but there may be some collision issues. Funny things occasionally happen with animated or scripted objects and their collision. Just to be safe, you should probably add an invisible collision hull outside of the actual mesh, and simplify it somewhat, but set it to use Tris for collision.
Ok, that's more then enough for now I think, still sure you wanna help???
Yup.
The only thing that concerns me is the scripts that make the plants light up. Alone they aren't anything to worry about. But once we get several dozen in a single cell.....even having them grouped like I have it may be an issue. I have a trick up my sleeve that I've been thinking about trying out though, and I think this is the perfect opportunity. So as soon as I have some time to completely load up a cell with these things, I'll let you all know how it goes.
And GetDistance is a slow, slow function. You can always make it skip frames (The script) to speed things up a bit. A nice way to make it fast and distribute the work is to, at the start of the script, do something like this bit:
if ( skipCount == 0 ) set skipCount to Random, 10endifif ( hasSkipped < skipCount ) set hasSkipped To hasSkipped + 1...
I learned that making a farm with scripted plants (roughly 200 of them). If you use a preset number of frames to skip, then the least common multiple of those numbers will be the slowest frame of your life. If you randomize it, it's distributed much better. You can also randomize it in a range based on size (small plants, which have a narrower reaction radius, process ever 5-10 frames, big ones every 10-20, etc).
But I wanna see what you've got in mind, if it's a fix for GetDistance.
Edit: Ooh, and I just came up with an idea for plant lighting that might look cool. I'll see if I can get it filmed and up tomorrow. -.0