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soulbladex

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  1. "StartDefferedKill" worked nicely to prevent the player 's death in the Sparring Pit, but once I called "EndDefferedKill" the player is immediately killed. :(
  2. In addition to the code above, I also have a lose condition that is triggered when the player's health is less than 5%; I will try combining the two conditions. I think the problem I am running into is when the player is hit with a powerful attack, one that is strong enough to eliminate that last 5% of health, the lose condition is skipped. Thanks for the response.
  3. I am creating a small Sparring Pit in my mod and I can't for the live of me figure out how to prevent the player from dying if defeated in combat. Actor Player = Game.GetPlayer() Float PlayerHealth = Game.GetPlayer().GetActorValuePercentage("Health") If (PlayerHealth <= 0.0) Player.StopCombat() Player.GetActorBase().SetEssential(True) Player.ResetHealthAndLimbs() EndIf What am I missing?
  4. BTW, I tested the script with my lvl 46 character and it worked beautifully! I checked the number skeletons (using the Form List) I have killed and I was awarded the appropriate trophies based on 163 total kills. All trophies and on-screen notifications appeared! Thank you so much!
  5. Wow, thanks! The script line "Numkilled = Numkilled + TotalEnemiesKilled" is exactly what I was thinking of, I was just not sure on how to execute it. I am still learning! :) I planned to work on a Trophy .enabled() check after I worked this script out, but you beat me to it! Would you like to be credited in the script?
  6. I definitely see that reversing the values would help and it makes sense to do so. Ultimately, I want to display one of each trophy (10 total) if the player meets the kill requirements. For example, if the player installs my mod and they have already killed 20+ Skeletons I want the Iron and Corundum trophies to be displayed. I want the 20+ Skeleton kills to be a sum of the skeleton NPC in a Form List. Right now, the script examines the NPC list for the .DeadCount(), breaks them up individually (for example: Skeleton type A = 5 kills, Skeleton type B = 11 kills, and Skeleton type C = 8 kills), but only enables the Iron Trophy because of the Skeleton type B 10+ kills. Based on the total skeleton kills from the entire NPC list, both the Iron and Corundum trophies should be enabled. Thanks for the help! Although I catch on to programming fairly fast I am still a graphic artist/designer by nature :)
  7. When the player enters a trigger I want the script to automatically enable certain trophies based on the amount of enemies killed, as seen in the script.......but I am running into a snag. For example: When the script runs it examines the actors in the NPC List and displays the amount of each actor killed by the player and enables the appropriate trophies. But when I test this script it only enables the first trophy (10 kills) even though the kill count far exceeds that number. It appears that the script only registers when 10+ of one particular actor is killed, rather than the sum of all actors killed for the NPC list. What I am missing? Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() Int iIndex1 = NPCList.GetSize() While iIndex1 iIndex1 -= 1 Actorbase EnemyKilled = NPCList.GetAt(iIndex1) As Actorbase Int TotalEnemiesKilled = EnemyKilled.GetDeadCount() If (TotalEnemiesKilled >= 10) TrophyIronLvl.Enable() Debug.Notification("Congratulations! You have been awarded the Iron Trophy for killing 10 Enemies.") ElseIf (TotalEnemiesKilled >= 20) TrophyCorundumLvl.Enable() Debug.Notification("Congratulations! You have been awarded the Corundum Trophy for killing 20 Enemies.") ElseIf (TotalEnemiesKilled >= 30) TrophyOrichcalcumLvl.Enable() Debug.Notification("Congratulations! You have been awarded the Orichcalcum Trophy for killing 30 Enemies.") ElseIf (TotalEnemiesKilled >= 40) TrophySilverLvl.Enable() Debug.Notification("Congratulations! You have been awarded the Silver Trophy for killing 40 Enemies.") ElseIf (TotalEnemiesKilled >= 50) TrophyQuicksilverLvl.Enable() Debug.Notification("Congratulations! You have been awarded the Quicksilver Trophy for killing 50 Enemies.") ElseIf (TotalEnemiesKilled >= 60) TrophyMoonstoneLvl.Enable() Debug.Notification("Congratulations! You have been awarded the Moonstone Trophy for killing 60 Enemies.") ElseIf (TotalEnemiesKilled >= 70) TrophyGoldLvl.Enable() Debug.Notification("Congratulations! You have been awarded the Gold Trophy for killing 70 Enemies.") ElseIf (TotalEnemiesKilled >= 80) TrophyMalachiteLvl.Enable() Debug.Notification("Congratulations! You have been awarded the Malachite Trophy for killing 80 Enemies.") ElseIf (TotalEnemiesKilled >= 90) TrophyEbonyLvl.Enable() Debug.Notification("Congratulations! You have been awarded the Ebony Trophy for killing 90 Enemies.") ElseIf (TotalEnemiesKilled >= 100) TrophyStalhrimLvl.Enable() Debug.Notification("Congratulations! You have been awarded the Stalhrim Trophy for killing 100 Enemies.") EndIf Debug.Notification("Enemy Killed = " + TotalEnemiesKilled) ; For testing purposes EndWhile Else EndIf EndEvent
  8. Thanks! I have over 1000 hours into the mod and I can't stop! I am hooked! :)
  9. @Sjogga - Thanks for the heads up! I figured it was doing that. :p @Xander9009 - No, I only have the mod that I am working on running currently. Also, the debug notifications are obviously there for testing purposes, but they do work correctly; displays "player" when I enter the trigger and "NOT Player" when my companion enters. I am not very fond of any scripting languages, but I have learned to really like Papyrus. Stuff like this is just irritating.
  10. That's pretty much what I had before, including the Game.GetPlayer(), and it still doesn't work. I have been using this scripting language for quite some time now and I agree with you that the logic is sound, but my companion is still triggering the event (opening/closing a gate automatically using a invisible trigger). Frustrating :sad:
  11. My mod has a Vault similar to what you have described. I have added displays for the Dragon Claws, Dragon Priest Masks, Black Books, Resonance Gems, Paragons, Aedric/Daedric Artifacts, and more. Sjel Blad Castle: http://www.nexusmods.com/skyrim/mods/41612/?
  12. Unfortunately, any followers/companions still trigger the event. Actor Property PlayerREF Auto bool property isInPullPosition = True Auto Event OnTriggerEnter(ObjectReference triggerRef) If(triggerRef == PlayerREF) gotoState("pulledPosition") Debug.Notification("Player") Else Debug.Notification("NOT Player") EndIf EndEvent STATE pulledPosition EVENT OnTriggerEnter(ObjectReference triggerRef) If(triggerRef == PlayerREF) gotoState ("busy") isInPullPosition = False gotoState("pushedPosition") Else Debug.Notification("NOT Player") EndIf endEVENT endState STATE pushedPosition EVENT OnTriggerEnter(ObjectReference triggerRef) If(triggerRef == PlayerREF) gotoState ("busy") isInPullPosition = True gotoState("pulledPosition") Else Debug.Notification("NOT Player") EndIf endEVENT endState STATE busy ; This is the state when I'm busy animating EVENT onActivate (ObjectReference triggerRef) ;Utility.Wait(15) endEVENT endSTATE
  13. I have a script that triggers an event when the player enters an invisible activator, but I don't want followers/companions to trigger the event as well. What is the script equivalent of "does not equal" player? Event OnTriggerEnter(ObjectReference akActionRef) if akActionRef != Game.GetPlayer() Elseif akActionRef == Game.GetPlayer() gotoState("pulledPosition") EndIf EndEvent
  14. I have learned the scripting language fairly fast and I have developed a working teleport spell. Currently, I can cast the spell and it teleports me to a location that I have specified in the Creation Kit. My question is, is it possible to use the same spell (only modified) to teleport mt to where the crosshairs are currently pointed? Is there a way for referencing the crosshairs through the script? Current Script: ObjectReference Property TargetLocation Auto Event OnEffectStart(Actor akTarget, Actor akCaster) Game.GetPlayer().MoveTo(TargetLocation) Game.EnableFastTravel() Game.FastTravel(TargetLocation) EndEvent
  15. That's exactly what I was using, but I chose to go the "RegisterForSingleUpdate/Seconds" route. After some tinkering I figured out that nothing was wrong with my script and I simply needed to clear the ObjectReference values and re-select them. Works perfectly now! Thanks for the help! :)
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