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Night spawn script


MrNeedles

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Well the easy way is to make all your other references a child of the reference in your script.

Which you do on their reference window , Enable Parent tab ... and select the reference to be the parent.

 

But that is an external script ( quest ) ... and maybe an internal one ( object ) would be better if you are using LvLed creature lists.

 

Which would be to make a unique base-ID of each creature that your LvLed creature object will use.

And on those you attach 1 script that looks like this ...

 

SCN WretchedNightspawnSCRIPT


BEGIN GameMode


If GetCurrentTime >= 18.0 || GetCurrentTime <= 6.0

Enable

elseif IsInCombat != 1

Disable

endif

endif

End

~~~~~~~~~~~~~~~~~~~

That is assuming that "GetSelf" doesn't need to be used in order to check the combat state.

But this script does compile.

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Yaaay, it works! One last thing, though: The creatures are now still disabled in the morning even if they're dead. To stop this, would it be enough to add another line under elseif IsInCombat !=1, like this:

 

elseif IsDead !=1 ?

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