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Deleted11438360User

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Everything posted by Deleted11438360User

  1. 2018 has legacy support for up to 2015 as I recall when you try and save a MAX file (hit the dropdown menu), so I assume 2016 or lower would allow you to save it as a 2013 file version.
  2. I guess you are right in that respect, it's just I'd like it all in one place if possible. As you have proven though, there's always great help to be had here and you have put me on the right track. I'm glad it's just pretty much the same process in all honesty!
  3. I'll give it a try, thanks again. I mean, it would be cool if someone could write a tutorial on this for future reference. Not saying you, but if I get anywhere I'll have to have a go I guess. Honestly, I wish this community didn't keep this kind of stuff to themselves as exporting to a NIF is vastly more problematic than exporting to FBX and dragging into a modern engine with top-tier animation tools.
  4. Thank you very much! I'm honestly pretty new to MAX as I prefer Maya for animation. Would you just pretty much export it as you would a character then? Could I partially follow some character export tutorial and have it apply to what I want to do? I have never done anything like this with NIFs, only statics and keyframes so far. Edit: Those flags would have probably used a looping wind simulation and then a script to convert the animation to bones? I need to find such a script if available, but I could honestly just be wishful I don't know. :wink: I probably need to learn how to parent and bake them in MAX I guess.
  5. The only example I can think of that Bethesda would use this in those crappy-looking placed waves. I think they would use skinning and bones to morph and transform them, but I need to double check that. I was going to try and do a similar morphing test. Or am I totally over-thinking this and you can actually keyframe the vertices? Actually, now that we have a New Vegas modder here: How did they do those flag animations in New Vegas? Any help is appreciated.
  6. I doubt I will get much help from such a subject, but it's worth a try! I have 3DS MAX with Bethesda's official NIF export script and I need to morph a static object. The engine doesn't seem to have a way to do this with keyframe animation, so how do I get such an animation to function when exported? Do I need a HKX or will it "just work"? I doubt it will be as easy as just exporting with this game, which is why I am hesitant. If anyone explain the steps or know of any tutorials that would be fantastic. Thanks!
  7. Hopefully you know what I mean by property, because I am not sure if that is the right term. So say there is a bool in another script called "SetPlayerOwns" and I want to reference that in a external ObjectReference script. I want to set this to "True" so how would I go about doing this? Any help is very much appreciated. Edit: Nevermind I found this: Scriptname ScriptAName Extends ActiveMagicEffect {I'm a script on a MGEF} Int Property somePropertyYouWantToAccess Auto ;=============================== Scriptname ScriptBName Extends ObjectReference {I'm a script on a completely unrelated OBJREF} ScriptAName Property SomePropName Auto Function coolStuff() SomePropName.somePropertyYouWantToAccess = 2999349 EndFunction Easy enough, I just needed the process.
  8. So you aren't trying to COC to the in-game name and your plugin is activated?
  9. Ah ha! Yes, that's the one, I couldn't remember the name so I put in "merchant" and "trader" into the search on the wiki. I'll see about adding them to my quest as an alias, that all sounds good. Thanks again bud. :)
  10. I never even thought to ever try NOT adding one to an interior, so that's good to know. Come to think of it, you can COC to coordinates so I guess the thought SHOULD have crossed my mind. Oh well, I like my order and my intricate placement of such things! ;)
  11. So I would like to make a merchant that shows a trade window through a scripted menu, but what would I need to do? I have the scripting down for the menu, I'd assume I'd need to create an actor with all the merchant jazz, but what else? Are there any commands to just straight-up open the menu through the actor? Or is there actually some nifty actor-less method?
  12. Just to make sure... You did add a COC marker to the cell, right?
  13. I edited it out because I assumed the same. If you change a variable name and someone already has that variable stored, it does sound like it would certainly break everything.
  14. Great, thanks again. I'm using a Property set to 1.0 - or 24 hours as you put it for me. Edit: Drunk question I think I already know the answer too. Haha.
  15. Could you give an example here please? I might have had too much Gin. The other stuff makes sense obviously. I just don't think I have ever had to multiply anything before.
  16. Wow you are brilliant. I just sent you a PM too to thank you for before. This is really helping me learn new things. :happy:
  17. Hmm would this work? If (aiButton == 0) aiButton = MessageMenu.Show() If aiButton == 0) ;Cancel ElseIf (aiButton == 1) RegisterForUpdateGameTime(24.0) Else UnregisterForUpdateGameTime() Endif Endif Event OnUpdateGameTime() Game.GetPlayer().AddItem(Gold001, 100) EndEvent Edit: Nah lol.
  18. How would I go about doing an income script? I think I could use states, but I am pretty scared to mess with the game time functionality in the case something keeps looping or something silly. What I want is a script that can attach to my activator and then a button menu like this: If aiButton == 0 ;Collect Gold button. If TimePassed ;Add Gold to container. Else ;Not enough time passed. Elseif aiButton == 1 ;Stop Income button. Reset the TimePassed. Else ;Cancel button. Exit. EndIf EndifSo I sort of know what I want, but again, the way to do it simply and without issue is out of my realm. Can anyone please help me learn and give me a visual example if possible?
  19. It's exactly as you told me, bar the extra Endif and the Int dropped down a level. If I didn't do the latter it errors. Edit: Silly me. Your EndIf out of nowhere right at the bottom threw me off. I have had the day off today due to feeling a bit exhausted, so my apologies for me not grasping basic things. I understand perfectly now, thank you.
  20. It will most likely be announced next year. They just released a game and I doubt they want to take the spotlight off of it. It doesn't make business sense for Zenimax to follow such a schedule - I mean they just had DOOM come out as well.
  21. Thank you. I tried it but it says: mismatched input 'ElseIf' expecting ENDFUNCTIONEdit: Solved that, there were too many EndIfs there. I'll check it out! Edit 2: Actually should have noticed this wouldn't work, because you exit the menu after each button press, so it resets the aiButton. Any way around this?
  22. I'm not sure because I'm pretty new at this. Well, I have that button inside another button, so when that button is pressed, it shows AR_MsgMenu as you can probably see. Then if the player has permission, it goes through the array of buttons which is linked to ReferenceAlias actors; it then kills or resurrects them based on choice. I can't uses IsDead or anything outside of the array. Edit: If anyone reads this and can give examples of how to properly implement this, that would be fantastic. So in a perfect world, I'd want to get if a button has already been pressed in the array, then a would message to display (out of the array) in a non-cluttered manner. That is all I'm saying. So: If the player has pressed button 1 again after pressing button 1, it would say they have already done that. Then if they press button 2 after pressing button 1, things happen. If they pressed button 2 after pressing button 2, it would say they already did it ect.
  23. ElseIf (aiButton == 4) aiButton = AR_MsgMenu.Show() If (aiButton == 0) ;Cancel ElseIf (aiButton == 1 || aiButton == 2 If (!noPermission) AR_MsgNoPerms.Show() Else int iActors = Actors.Length ReferenceAlias rActors = None If (iActors <= 0) ARMsgNoActors.Show() Else While (iActors > 0) iActors -= 1 rActors = Actors[iActors] If (aiButton == 1) rActors.GetActorRef().Resurrect() Else rActors.GetActorRef().Kill() EndIf EndWhile AR_MsItIsDone.Show() EndIf Endif EndIfNow I want to say if the player presses a button they have already pressed, show a message that they have already pressed it. Now I could add a bool under the buttons and then say (aiButton == 1 && myBool || aiButton = 2 && !myBool) but that is rather messy and lengthy. I also don't want to put the messages in the While for performance reasons, which is why my AR_MsItIsDone is outside the While. So is there any simpler and less messy way to do this? I honestly can't think straight at the moment. Thank you awesome people. P.S If you are reading this Contrathetix, I didn't want to bug you AGAIN! You have studies!
  24. Wow a diagram? Haha you are too kind to me. So in my case I need only one because the actor is dead? I don't need this actor anymore or want to reference this actor ever again, so I could use None or Clear? From what it sounds like you are saying, Clear links directly to the actor - whereas None just unlinks it from my script. So I am assuming in this case, both would be fine being the actor is being marked for deletion, but for a full 'purge' I should just use Clear? What's the best option here for my situation? Sorry again for my questions! :happy:
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