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ripvanwinkle111

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  1. Done. RTS for Skyrim. http://skyrim.nexusmods.com/downloads/file.php?id=12683
  2. Well, the script is attached directly to the npc so I have no clue why it won't work. Both of these lines don't compile. debug.messagebox("NPC isdead? = "+(self as Actor).isdead() ) debug.messagebox("NPC isdead? = "+self.isdead() ) I tried it your way, but once I have that bool, I can't get it to make a function call back to let the NPC know that it's dead (or store the variable). The first script compiles fine, but the second part says : cannot cast a actor to a MyNPCscript, types are incompatible I left out the part about ondeath cast spell on self. --------------Script on the NPC-------------compiles fine--------- function amidead(Actor akTarget, Actor akCaster) debug.messagebox("Am I dead? = "+akTarget.isdead()) endfunction ----------------------------------------------------- ----------------Script on the magiceffect---------------doesn't compile---------- Event OnEffectStart(Actor akTarget, Actor akCaster) if (akTarget.IsDead()) npcdead = true (akCaster as MyNPCscript).amidead(akTarget,akCaster) endif EndEvent --------------------------------------------------- EDIT: Ok, I figured it out, my problem is that I took the default setting when adding a script. The default when adding a script to an NPC is ObjectReference Scriptname MyNPCscript extends ObjectReference Instead, it should be Actor Scriptname MyNPCscript extends Actor Now everything works fine.
  3. Thanks, I'll give that a try later. EDIT: Well, that didn't work either.. Yamarz is an alias and GetActorReference() is suppsed to return an actor, but when I tried it, it said it is not a funtion. debug.messagebox("NPC isdead? = "+self.GetActorReference().isdead() ) I also tried this, same effect. debug.messagebox("NPC isdead? = "+(self.getbaseobject() as Actor).GetActorReference().isdead() ) EDIT: Well, I found part of the problem. self.getbaseobject() returns the NPC's baseid but (self.getbaseobject() as Actor) returns none. Sadly (self.getbaseobject() as Actor) is the only one that doesn't throw an error when I add .isdead()
  4. OnLoad only triggers when you walk into that cell so that won't work if the NPC dies while helping you against a bandit attack. And the onupdate event does fire for me, I get a new messagebox every 5 seconds.
  5. Passing a bool into a string isn't the problem, the problem is that the return value is always false. Yep, already tried giving it the referenceid, it doesn't work. The script is attached to the NPC itself. Self.isdead() also does not work. Self as Actor fails. Self as Actorbase fails. It's very frustrating is all, trying to find the right " cast as" phrase that doesn't bomb out.
  6. Well, I have tried passing the objectreference but it doesn't have the IsDead() function on it. As for strings, well, Papyrus doesn't have strings really. The only strings it uses is for date and gamesettings. With the GECK, it didn't check this kind of thing when you wrote the script, because nothing was compiled...it ran or it broke. Edit: I just tried : debug.messagebox("NPC IsDead? = "+IsDead()) and it said its not a valid function.
  7. GetDeadCount returns how many of that base type is dead. So if you have killed 25 rabbits, GetDeadCount will return the integer 25. And I have tried using objectreference and Actorbase but both of those throw a compile error saying that IsDead() is not a valid function for that type. I'm just trying to find out if a specific npc is alive or dead. According to the wiki, it should work like this. ; Is Sally currently dead? bool sallyIsDead = Sally.IsDead() http://www.creationk.../IsDead_-_Actor
  8. So, I have an NPC and I want to check if he is dead, and if he is dead, prevent other functions or loops from running. However, the NPC state never becomes true. (npc is dead) I'm not using an integer variable in the OnDeath event because I expect people like to use console commands to resurrect NPCs. I just want some of my other functions to stop working unless the NPC is alive. self.getbaseobject() returns the correct base ID. And the compiler doesn't throw any errors. Any suggestions? event oninit() registerforupdate(5) endevent event onupdate() debug.messagebox("NPC IsDead? = "+(self.getbaseobject() as Actor).isdead()) endevent
  9. In the GECK we used to be able to combine several statics to make one new unified object, but I haven't figured out how to do it in the CK. I have already unpacked the skyrim .bsa's and copied them to my New Vegas folder, however, when I try to make a new object, in the GECK, that points to that .nif object the textures are invisible. And I have quadruple checked that I have the files in the New Vegas folder. I know they are the same folder structure because I copied the entire meshes and texture folders over. Has anyone figured out how to make a SCOL in Skyrim? And, could you tell me how? Thanks,
  10. You can get a house for free. Goto the Bannered Mare In Whiterun and talk to
  11. How about spells? http://www.skyrimnex...ile.php?id=4710 How about use Dead Thrall? They can carry an unlimited amount of weight.
  12. You may want to goto the mod request forum and request that someone replace all the draugr with something else.
  13. original thread Hmmm, I just re-read your OP and you said you already tried the respawn mods... I gues this won't help then. Sorry.
  14. If you use the removeallitems command, you are pretty much guaranteed that the NPC will revert to its default clothes. You have to leave one of their default items, or it will reset the entire batch. What I've had to do is remove each item , one by one, and leave either the gloves or the boots. Then give them the new equipment. If they don't automatically equip the new gear I have to use the 'equipitem' command for each new item.
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