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Trevin4real

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  1. Been fiddling with it A LOT and i managed to make it work with [OnTriggerEnter] next step is to make it work with buttons instead for now im just glad it actualy compiles.. Scriptname ActivatetheVault extends ObjectReference ObjectReference Property Obj1 Auto ObjectReference Property Obj2 Auto ObjectReference Property Obj3 Auto ObjectReference Property Mid1 Auto ObjectReference Property Mid2 Auto ObjectReference Property Mid3 Auto ObjectReference Property Open1 Auto ObjectReference Property Open2 Auto ObjectReference Property Open3 Auto ObjectReference Property Close1 Auto ObjectReference Property Close2 Auto ObjectReference Property Close3 Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() GoToState("Open") Else GoToState("Close") EndIf EndEvent State Open Event OnBeginState() Obj1.TranslateToRef(Mid1, 3.0) Obj2.TranslateToRef(Mid2, 3.0) Obj3.TranslateToRef(Mid3, 3.0) EndEvent Event OnEndState() Obj1.TranslateToRef(Open1, 3.0) Obj2.TranslateToRef(Open2, 3.0) Obj3.TranslateToRef(Open3, 3.0) EndEvent EndState State Close Event OnBeginState() Obj1.TranslateToRef(Mid1, 3.0) Obj2.TranslateToRef(Mid2, 3.0) Obj3.TranslateToRef(Mid3, 3.0) EndEvent Event OnEndState() Obj1.TranslateToRef(Close1, 3.0) Obj2.TranslateToRef(Close2, 3.0) Obj3.TranslateToRef(Close3, 3.0) EndEvent EndState
  2. I Was wondering if anyone could look through my script and find my errors, im not great at scripting. Upon activation The script is supposed to move 3 Activators(skyhavenbloodrings) to a location then move them again to another location and stop Once activating the same button/other activator the 3 activators move to the previous location and then back to the starting location and stop. (ALSO: i couldnt decide what If statement to put at the beginning so i left it blank) here it is: Scriptname ActivatetheVault extends ObjectReference ObjectReference Property Obj1 Auto ObjectReference Property Obj2 Auto ObjectReference Property Obj3 Auto ObjectReference Property Mid1 Auto ObjectReference Property Mid2 Auto ObjectReference Property Mid3 Auto ObjectReference Property Open1 Auto ObjectReference Property Open2 Auto ObjectReference Property Open3 Auto ObjectReference Property Close1 Auto ObjectReference Property Close2 Auto ObjectReference Property Close3 Auto Event OnInit() If GoToState("Close") Else GoToState("Open") EndIf EndEvent State Open Event OnBeginState() If akActionRef == Obj1 akActionRef.TranslateToRef(Mid1, 3.0) EndIf If akActionRef == Obj2 akActionRef.TranslateToRef(Mid2, 3.0) EndIf If akActionRef == Obj3 akActionRef.TranslateToRef(Mid3, 3.0) EndIf EndEvent Event OnActivate GoToState("Close") EndEvent Event OnEndState() If akActionRef == Obj1 akActionRef.TranslateToRef(Open1, 3.0) EndIf If akActionRef == Obj2 akActionRef.TranslateToRef(Open2, 3.0) EndIf If akActionRef == Obj3 akActionRef.TranslateToRef(Open3, 3.0) EndIf EndEvent EndState State Close Event OnBeginState() If akActionRef == Obj1 akActionRef.TranslateToRef(Mid1, 3.0) EndIf If akActionRef == Obj2 akActionRef.TranslateToRef(Mid2, 3.0) EndIf If akActionRef == Obj3 akActionRef.TranslateToRef(Mid3, 3.0) EndIf EndEvent Event OnActivate GoToState("Open") EndEvent Event OnEndState() If akActionRef == Obj1 akActionRef.TranslateToRef(Close1, 3.0) EndIf If akActionRef == Obj2 akActionRef.TranslateToRef(Close2, 3.0) EndIf If akActionRef == Obj3 akActionRef.TranslateToRef(Close3, 3.0) EndIf EndEvent EndState
  3. what is OCS?! googled it but nothing. also HOW do i merge them with those programs you speak of? i made a mod but i didnt set active when i made the second have so its on a seperate save and so i built half my mod in a different file.. getting loads of issues with trying to used them both together.. very frustrating..
  4. i have looked into this a tiny bit. From my attempt no it is not. the reason is, any ACTOR can be used to make a follower so a deer, a werewolf, a fox, a hawk, all of those animals and creatures can be made into a follower sadly the Torchbug is not an actor. its an item, being as it can be picked up. It was not made as an actor or in the group but instead a weird subgroup of actor i guess. Anyways it might be possible if one switched the model of another actor for the torchbug, but thats out of my abilities.
  5. HOLY s***! i just posted the same request. right there with you brother! i have looked everywhere. nothing..
  6. There needs to be a mod that adds more capabilities to jumps. 1. Sprinting AND jumping.. why cant we sprint and then jump. why do we have to slow down to jump? 2. wall jumps.. why cant we jump then jump off a wall once? 3. flips and more jump animations.. NOT the same jump animation every time, it should be random at least. 4. jump rolling? maybe. like a jump into a roll for those quick agile characters. and that's all i got. I get annoyed when i play and i cant jump and do flashy moves while taking down enemies.
  7. i failed at trying to make this myself. someone should make a mod that adds a shout that makes you jump really high once. like if you shout at the ground it boosts you up. FUS Ro DAH! straight at the ground. Maybe fly up or back or sumthing.
  8. Why cant you freaking Sprint AND Jump at the same time?!!?? HMM? needs to be fixed.
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