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Xynion

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  1. @IlamaRCA I actually worked a lot with the wiki to get basic knowledge and up to now it helped me a lot (skipping trough the Functions-page is very interesting). I knew the Scripting for Beginners-tutorial, but I've read it in the wiki, so the others tutorials were missing; thus thanks for the link! The tutorial on staged timers (now I even understand how his and jazzisparis script works) is also very helpful.
  2. I see, witht the MarkForDelete you avoided using Short DoOnce. To this point - and so far I understand the script - it should do! The other one didn't worked out, I'll compare it with your new one tomorrow to find the mistake. I'll tell you when the new script worked. :) Thank you, I'm really glad that the people in this forum are so kind and helpful. Guess it wasn't a matter of one minute to write this script. Thanks!
  3. Thank you, that's very useful! Must I write a ""set iStage to 1""-line to start it or is the skeleton up to here sufficient? I don't have time to test it today I think, but I'll post again as soon as I can if it works as it's supposed to work. Another question (just out of curiousity), why is the timer upside down? I'm talking about ""fTimer >= 5"" and so on. Is the order unimportant (because of ""elseif"" I presume)? short DoOnce short iState float fTimer begin OnTrigger if iState if (fTimer >= 5) && (iState == 3) && DoOnce == 0 (Do something) set fTimer to 0 set iState to 0 elseif (fTimer >= 2) && (iState == 2) (Do something) set iState to 3 elseif (fTimer >= 1) && (iState == 1) (Do something) set iState to 2 endif set fTimer to fTimer + GetSecondsPassed set DoOnce to 1 endif End EdIt: Changed the purpose a bit, but the skeleton is the same. Alas it won't save... I couldn't find a mistake, but I hardly understand the whole script. scn ZModLibrarySCRIPT short DoOnce short iState float fTimer begin OnTrigger if iState if (fTimer >= 5) && (iState == 3) && DoOnce == 0 XMarker1.placeatme ZModLightExplosion set fTimer to 0 set iState to 0 elseif (fTimer >= 2) && (iState == 2) XMarker2.placeatme ZModLightExplosion set iState to 3 elseif (fTimer >= 1) && (iState == 1) XMarker3.placeatme ZModLightExplosion set iState to 2 endif set fTimer to fTimer + GetSecondsPassed set DoOnce to 1 endif End Edit2: Interesting, I spelled the scriptname wrong. Now it saves. Will test it soon. Thanks up to here. :)
  4. I want to enable one object, play a soundfile and change the Imod for the half of a secon, wait a second and repeat these steps (with another object, but I think that should be only a matter of reference), and again. Kind of Special wishes.
  5. Hey guys, I try to figure out how I can write the script for a timer. I want it to get activated (start at 0), count to 1, do something, count to 2, do something ... , count to 5, end. But I do not know at all how to write it. As I tried to be guided by the Autoclose-Door script I got to know that the float-command would be necessary just like if-commands with <1 and so on, but how does it actually work? I didn't find a tutorial or thread or something, and I do not understand how I can delay an action caused by a trigger (or to set multiple actions in a short frequency) (GECK-Wiki neither). Does anybody know what I need for such a script?
  6. Works perfectly. Thanks for the quick support, you helped me a lot!
  7. Hey guys! I tried to write a script to hide (or to disable) a (dead) NPC after passing the linked trigger-box. That's my script: ScriptName ZModLetsHideSCRIPT Short DoOnce ref ZModDCorpseRef Begin OnTrigger if DoOnce == 0 ZModDCorpseRef.disable set DoOnce to 1 endif End I want the corpse to be there and to disappear once (after the player touched the triggerbox), nothing more, but I do not figure out how this might work. I suppose the error to be at the Ref-line (the NPC's ID is ZModDCorpse without Ref), but I'm not sure how to fix this problem. Looking forward for every help!
  8. You'll get a PM tomorrow or the day after tomorrow. Thanks for digging this thread out of dozends of other ones, Penguirony!
  9. Thanks! Paranoia actually will take a big role. Stay interested!
  10. Yes, but this wiki-entry refers to the top employees. If someone really built a vault, you would have needed much more "common" people. And especially these employees, workers and scientists are meant here. Thanks for the feedback!
  11. Hey everyone! Today I want to show you the teaser of my new questmod Vault 49 and also ask whether there is one or another interested in getting this nice little mod finished! If you do so, send me a message - I will reply as soon as I can! I'm looking forward for any kind of critic, positive or negative. As the video only presents footage of the most complete level I want to affirm that there's much more content behind (but I didn't want to shoot all my bolts at once). Summary A long forgotten, sunken Vault, somewhere submerged in Lake Mead... In 2077, some people managed to survive due to safe bunkers, called vaults. But who built them? What happened to the people, who planned, who constructed these vaults? This mod tells you. And brings you to the scratch everything may change... + 6 brandnew interiors and an overhauled exterior + illusion of borderless transition between interior and exterior - no FOSE required + a new, unconventional setting + insane characters + a voiced quest with 3 different endings + a bunch of new items and statics briefly: An expierence you shouldn't miss! Here's the teaser, I hope you enjoy! youtu.be/v9emOLOma3w youtu.be/v9emOLOma3w[/media]"] http://youtu.be/v9emOLOma3w ~ Xynion
  12. Tried it out. I created a new texture pack and used DXT1-.dds-files for this. When I applied the texture-pack as you told me, the object turned grey and changed the texture whenever the point of look changed. Thus it was grey, green, red... dunno what I'm doing wrong.
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