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m00resy

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  1. Sooo just discovered this, you should try out outfit studio. That's what I've been using to make my orc rider armor. I'm not sure how to use weight painting or bones though so wouldn't know how to tackle the troll armor but not a bad place to start.
  2. That worked! You are a life saver thank you very much. I'm going to experiment around and see if i can add an effect to them when they spawn. Similar to synth spawning. I'm guessing I add an explosion property. If anyone wants to use this as reference ill leave it here. Scriptname ZigguratSummonScript extends ObjectReference ObjectReference Property XMarker Auto Const ObjectReference Property XMarker02 Auto Const ObjectReference Property XMarker03 Auto Const ActorBase Property ZigguratSummonActor Auto Const ActorBase Property ZigguratSummonActor02 Auto Const ActorBase Property ZigguratSummonActor03 Auto Const ObjectReference Property Actor01 Auto ObjectReference Property Actor02 Auto ObjectReference Property Actor03 Auto ;events Event OnActivate(ObjectReference akActionRef) if (akActionRef == Game.GetPlayer()) If(!Actor01 && !Actor02 && !Actor03) ;If none of the properties are filled spawn the actors Actor01 = XMarker.PlaceActorAtMe(ZigguratSummonActor) Actor02 = XMarker02.PlaceActorAtMe(ZigguratSummonActor02) Actor03 = XMarker03.PlaceActorAtMe(ZigguratSummonActor03) debug.Notification("test") Else ;if any or all of the actors are alive then kill them and reset their properties. debug.Notification("Test2") (Actor01 As Actor).Kill() (Actor02 As Actor).Kill() (Actor03 As Actor).Kill() Actor01.Delete(); this removes their bodies if you don't want that then you can remove these. Actor02.Delete() Actor03.Delete() Actor01 = None Actor02 = None Actor03 = None EndIf ENDIF EndEvent
  3. I've made these changes so far going off what you have done thank you, this is what it looks like right now. Scriptname ZigguratSummonScript extends ObjectReference Const ObjectReference Property XMarker Auto Const ObjectReference Property XMarker02 Auto Const ObjectReference Property XMarker03 Auto Const ActorBase Property ZigguratSummonActor Auto Const ActorBase Property ZigguratSummonActor02 Auto Const ActorBase Property ZigguratSummonActor03 Auto Const ObjectReference Property Actor01 Auto Const ObjectReference Property Actor02 Auto Const ObjectReference Property Actor03 Auto Const ;events Event OnActivate(ObjectReference akActionRef) if (akActionRef == Game.GetPlayer()) If(!Actor01 && !Actor02 && !Actor03) ;If none of the properties are filled spawn the actors Actor01 = XMarker.PlaceActorAtMe(ZigguratSummonActor) Actor02 = XMarker02.PlaceActorAtMe(ZigguratSummonActor02) Actor03 = XMarker03.PlaceActorAtMe(ZigguratSummonActor03) debug.Notification("test") Else ;if any or all of the actors are alive then kill them and reset their properties. (Actor01 As Actor).Kill() (Actor02 As Actor).Kill() (Actor03 As Actor).Kill() Actor01.Delete(); this removes their bodies if you don't want that then you can remove these. Actor02.Delete() Actor03.Delete() Actor01 = None Actor02 = None Actor03 = None EndIf ENDIF EndEvent Unfortunately I'm getting some compiling errors that make no sense to me. Compiling "ZigguratSummonScript"...C:\Users\AppData\Local\Temp\PapyrusTemp\ZigguratSummonScript.psc(26,3): property Actor01 on script zigguratsummonscript is read-only, you cannot give it a valueC:\Users\AppData\Local\Temp\PapyrusTemp\ZigguratSummonScript.psc(26,3): type mismatch while assigning to a none (cast missing or types unrelated)C:\Users\AppData\Local\Temp\PapyrusTemp\ZigguratSummonScript.psc(27,3): property Actor02 on script zigguratsummonscript is read-only, you cannot give it a valueC:\Users\AppData\Local\Temp\PapyrusTemp\ZigguratSummonScript.psc(27,3): type mismatch while assigning to a none (cast missing or types unrelated)C:\Users\AppData\Local\Temp\PapyrusTemp\ZigguratSummonScript.psc(28,3): property Actor03 on script zigguratsummonscript is read-only, you cannot give it a valueC:\Users\AppData\Local\Temp\PapyrusTemp\ZigguratSummonScript.psc(28,3): type mismatch while assigning to a none (cast missing or types unrelated)C:\Users\AppData\Local\Temp\PapyrusTemp\ZigguratSummonScript.psc(40,3): property Actor01 on script zigguratsummonscript is read-only, you cannot give it a valueC:\Users\AppData\Local\Temp\PapyrusTemp\ZigguratSummonScript.psc(41,3): property Actor02 on script zigguratsummonscript is read-only, you cannot give it a valueC:\Users\AppData\Local\Temp\PapyrusTemp\ZigguratSummonScript.psc(42,3): property Actor03 on script zigguratsummonscript is read-only, you cannot give it a valueNo output generated for ZigguratSummonScript, compilation failed. My actor object references are cont which I cant unckeck, not sure what im doing wrong there.
  4. I'm trying to make an triggerbox that when activated spawns 3 actors on XMarkers. However I need it so when you activate the triggerbox again it kills them. So far I can spawn them but I don't know how to set the script to kill the actors. It should work similar to a lightswitch function. I'm pretty new to this so trying to get my head around the script. This is what I have so far. Scriptname ZigguratSummonScript extends ObjectReference Const ObjectReference Property XMarker Auto Const ObjectReference Property XMarker02 Auto Const ObjectReference Property XMarker03 Auto Const ActorBase Property ZigguratSummonActor Auto Const ActorBase Property ZigguratSummonActor02 Auto Const ActorBase Property ZigguratSummonActor03 Auto Const ;eventsEvent OnActivate(ObjectReference akActionRef)if (akActionRef == Game.GetPlayer())XMarker.PlaceActorAtMe(ZigguratSummonActor)XMarker02.PlaceActorAtMe(ZigguratSummonActor02)XMarker03.PlaceActorAtMe(ZigguratSummonActor03)debug.Notification("test") endifEndEvent Any help would be appreciated.
  5. Ive at this point given up after spending 2 days of nothing working to push myself for this. If there is anyone who is a bit knowledgeable with moving armor from fallout 3 to fallout 4 or from skyrim to fallout 4. this is more of a request for help to do it.
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