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Distant Ships


Satchboogie

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Hello Nexusians.

Say I wanted to have a few ships moving far out at sea, to add life to the northern part of Skyrim.
Any ideas on how to get started doing this?

(These ships need no crew/interiors at this point, and the fact that Skyrims default ships have rolled up sails should be ignored for now.
Eventually I'd look into the creation of ships with lowered sails, and even light sources at nighttime. Its too far-fetched for now though.)

I really need a few pointers on how to get these objects to move along a certain route.
Any assistance would be most appreciated!

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Wonderful to see this! Thanks for the link.

I want to figure out how its done. It shouldn't be too hard. I will take a long hard look at the scripting of this mod, I guess, and try to make sense of it.
If anyone has any kind of guide in mind, let me know.

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I've gotten started on this, using Transportato's ideas as inspiration.

TESAlliance and Bethsoft forums seem rather unhelpful so far, I've asked this question on both places.
Time to ask it here as well!

Scriptname ShipScript extends ObjectReference  
{This ship will enable when the player comes close enough, sail its route, then disable.}

ObjectReference Property waypoint01  Auto  
ObjectReference Property waypoint02  Auto  
ObjectReference Property waypoint03  Auto  
ObjectReference Property waypoint04  Auto  
ObjectReference Property waypoint05  Auto  
ObjectReference Property waypoint06  Auto 
int currentwaypoint = 0
Int Property waypointnumbers  Auto  
GlobalVariable Property hasbeenspawned  Auto  

Event OnInit() 
	RegisterForSingleUpdate(0.5)
EndEvent

Event OnUpdate()
	if(Game.GetPlayer().GetDistance(self) < 6000)
		if(hasbeenspawned.getValue() == 0)
			currentwaypoint = 1
			hasbeenspawned.setValue(1)
			enable(true)
			MoveToMyEditorLocation()
		endif
	endif
if((hasbeenspawned.GetValue())== 1)
	if(waypointnumbers >= 1)
		if(currentwaypoint == 1)
			TranslateToRef(waypoint01, 150.0, 50.0)
		endif
	endif
	if(waypointnumbers >= 2)
		if(currentwaypoint == 2)
			TranslateToRef(waypoint02, 150.0, 50.0)
		endif
	endif
	if(waypointnumbers >= 3)
		if(currentwaypoint == 3)
			TranslateToRef(waypoint03, 150.0, 50.0)
		endif
	endif
	if(waypointnumbers >= 4)
		if(currentwaypoint == 4)
			TranslateToRef(waypoint04, 150.0, 50.0)
		endif
	endif
	if(waypointnumbers >= 5)
		if(currentwaypoint == 5)
			TranslateToRef(waypoint05, 150.0, 50.0)
		endif
	endif
	if(waypointnumbers >= 6)
		if(currentwaypoint == 6)
			TranslateToRef(waypoint06, 150.0, 50.0)
		endif
	endif
endif
RegisterForSingleUpdate(0.5)
EndEvent

Event OnTranslationComplete()
	currentwaypoint += 1
EndEvent

Event OnUnload()
if((hasbeenspawned.GetValue())== 1)
	MoveToMyEditorLocation()
	hasbeenspawned.setValue(2)
	currentwaypoint = 0
	Disable(true)
endif
EndEvent

Why do my ships not move?
I have set the waypoint properties correctly in the CK, and I've created an Activator with the model of a Ship so that it can be moved without fade. And yet, no movement occurs!
Hopefully someone here knows why.

And keep in mind, I'm a self-taught beginner at this :)

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