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Everything posted by porroone
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Im using a boolean on the main script, thats a copy paste from something that did work, where I was using an angle, both scripts were on the same actor tho.
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Thanks you've been very helpful ^^
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One thing tho, using a quest is less expensive than using a global ? regarding resource consumption.
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Well I was afraid of that, thanks for the quick reply, somebody should update the wiki tho, this is taken from the there: "If you want to access any of the Functions or Variables within a quest script (or any script for that matter)" Note like they say any script.
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So I have 2 scripts running with 2 magic effect, the first one is meant to get the variable and the second one to set it, so basically I have this script that attemps to get the variable from the "Slave" script. Scriptname Master extend activeMagicEffect float run Slave property SlaveRef auto Event onEffectStart(Actor akCaster, Actor akTarget) Run = 1 while Run > 0 Debug.Notification(SalveRef.Var) endWhile endEvent And here is how the slave scripts looks like: Scriptname Slave extend activeMagicEffect float property Var auto Event onEffectStart(Actor akCaster, Actor akTarget) Var = 1 endEvent Its not the full scripts, its just an example of what im trying to do but doesnt work.
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Well maybe there is something into it leads to the idles maybe you should look at the skeleton.hkx, you can convert it to XML using the havok animation converter: http://forums.bethsoft.com/topic/1336657-rel-havok-animation-converter-thread-2/page__hl__hkxcmd
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Yes that definetly looks more elegant.
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Maybe using an array instead of so many variables, I still havent used them tho so I cant help you there.
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Yea and using the current dragon behavior that is what you can do, ActionJump and ActionSneak, tried all the other, none works, thats when I figured that there is no way to do this without creating a new behavior graph, it doesnt matter where you go to get comments from, im telling you a fact, but hey if somebody proves me wrong ill be very happy because it means there is an easier way to do what im trying to do.
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I never intended for a playable dragon mod, you can actually do that with console commands, besides while using the current behavior graph of the dragon, you will most certainly suffer random ctds, so the idea is create a new behavior graph, based on the horse's behavior and using the dragon's animation, untill somebody does that, either playing as a dragon or mounting one will be tricky, there are so many things that could go wrong, you need to be in a landing point in order to take off else it might crash (or it might not), point is in order to get a proper flying dragon the behavior needs to be redesigned.
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Well you could try calling it by actions, im not sure if it will work, but basically what you have to do is define a variable: Action property LeftAttack auto Then go to the script's properties and search there for ActionLeftAttack. Then do a RegisterForAnimationEvent(Player,LeftAttack) --Player being a variable using the PlayerRef, and leftAttack the variable we set up. I think that last bit needs to be looping, or maybe not, maybe if you do it one time you can get a sort of loop like first time you call that function it registers and waits for the event to happen, when such event happen you can either register again or not register at all, depending on what you want to do. OnAnimationEvent(ObjectReference Player, string LeftAttack) code here... endEvent Tell me how it goes.
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[REL] Tytanis 1.01 - Skyrim Farming - Horse Armor Vendor
porroone replied to Tytanis's topic in Skyrim's Skyrim LE
How do u attach the armor to the horse? is it by creating another horse or through scripting? cause I've been trying to attach the player to a creature without the riding problems ( no X angle ) without having much luck, maybe the method you are using to attach the armor to the horse might be of some use to me. -
Just a bit of a thought [MINOR SPOILER}
porroone replied to BurningKatanaa's topic in Skyrim's Skyrim LE
Well I have to speak as a modder here and tell that flying isnt engine friendly, from the game crashing or not rendering things properly, to collision issues as mentioned before (problem isnt colliding with things, is to actually collide with things, predicting collision when you go at X speed becomes hard), as a mod yes, we could have dragon mounts, as a DLC I really doubt it unless bethesda decides to change the whole engine. -
All NPCs fight only unarmed (problem with Creation Kit)
porroone replied to JaYZen6's topic in Skyrim's Skyrim LE
Have u tried removing the *.ESP your brother created in order to do the mod ? -
A single guy doing this would probably take years , I myself ported some stuff from other games for my personal use, and just for an armor, matching bones, correct shader, it takes a lot of time.
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Yes how silly of me, its [email protected]
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Yea probably the player is inside the world and not rendering the stead, try fixing the orientation. Also what creature are u trying to ride ? I only found issues while trying to ride the player skeleton(we all want to ride lydia), the rest works fine.
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Well if the activator is either a ring or piece of armor you would do this.. ObjectReference property ObjectToTeleport auto Event OnEquipped(Actor akActor) Player = Game.GetPlayer() Player.MoveTo(ObjectToTeleport) endEvent You need to create an object wherever you want to teleport, then go to the script properties and select that object. If the activator is an object, any kind of object you can attach a script, its basically the same but instead of OnEquipped() use OnActivate(). You can check other functions aswell, you have a SetPosition which takes world cords, you also have the Translate function, which instead of teleporting instant, you can translate the player through the air to the position you want at given speed.
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Just be aware of what you install, both my oblivion and fallout savegames got so messed up by mods that now are unplayable, so with skyrim I decided to take a different approach since I dont want my savegame to get utterly f***ed. So basically be aware of what you install, even if it takes you more time, if a mod requieres several addons, or even other mods, make sure you know exactly what those mods are doing. You need to take a special consideration with skyrim, due to the way scripting works, you might disable a mod and still get some bug from the script.
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In order to make something rideable you need to take 2 things into consideration, keywords and skeleton. Since I see you already got the keywords done, you need to create a custom race with a custom skeleton, use nifskope to add a new bone to that skeleton, name it saddlebone, check the horse skeleton to get around orientation and position, make the custom race use the custom skeleton and then you wont be hovering in the air anymore and the char will be parented to the SaddleBone.
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Is there any other node besides "camera3d", "Camera Control" and "3rd person" that I missed ? if so could you tell me which? or if they need to be attached to a special place. I belive we could help each other better if we use steam, my username is DuneD, I dont know if there is more than one, in any case im the one with the bender from futurama avatar.