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blazeda59

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  1. It's ok I figured it out I don't need to spawn from a FormList now. I can setup a LeveledList and use that as a template on the NPC instead. Now I can attach all the scripts that I need.
  2. No its ok I believe you..Sorry I'm the mixed up one I was thinking of OnEnable. Its just the way you stated your comment it sounded more like a question. Well I've change it around but the npc still wont spawn :wallbash:
  3. No IsEnabled() is an event not a function. Your thinking of NPCSpawner01.Enable(). The if statement is checking to see if the spawner is enabled not actually enable it. :smile:
  4. I've had a bit of a look into this already and I don't think its possible. The hologames are a swf file that is attached to the holotape like a voice file so a terminal/pipboy can load it when activated. So there's no way to attach that directly to a terminal at this point. Maybe after the SE updates and adds new functions it'll make it possible.
  5. Thanks but I don't think that will work since the scripts I need to attach are a workshop object script and the other script is sending a OnDeath event. So they need to be on the actor to work.
  6. Hi I'm trying to setup a script that will spawn a random actor from a FormList I've setup. I can get it to spawn randomly if I use a LeveledList but I need to be able to attach scripts to the npcs and for some reason you can't use actors with scripts in LeveledLists. I've tried using a random int but when I load the game nothing will spawn when I activate the script. Here's what I have. I'm hoping someone knows how to do this thanks. Scriptname RandomSpawnScript extends ObjectReference FormList Property NPC Auto Const Furniture Property NPCSpawner01 Auto Const Keyword Property SpawnLinkKeyword Auto Const ObjectReference Property SpawnerMoveMarker Auto Const Event OnLoad() ObjectReference NPCSpawnerRef = Self Actor RandomGuyRef RandomGuyRef = NPC.getat(Utility.RandomInt(0,NPC.GetSize() -1)) as Actor if NPCSpawner01 == IsEnabled() Self.PlaceAtMe(RandomGuyRef) NPCSpawnerRef.MoveTo(SpawnerMoveMarker) NPCSpawnerRef.AddKeyword(SpawnLinkKeyword) RandomGuyRef.SetLinkedRef(NPCSpawnerRef, SpawnLinkKeyword) endif EndEvent
  7. Thanks I had already flicked through that tutorial but decided to give it another look and of course the part I skipped was the part I needed :wallbash: I forgot to set the dialogue quest in the race menu.
  8. Ok well I seem to be having some trouble setting up player dialogue with animals and was hoping someone could help. I setup my dialogue quest and can get it to work on human NPC's but for the life of me cannot get it to work with animals. I've created a new race and removed all the animal keywords, ticked allow PC dialogue and so on so I can initiate conversation but the animal will not reply with the dialogue I've added. So I'm sort of at a loss and was hoping someone on the forums knew what was going on.
  9. In the reference alias tab set it to "Find Matching Reference" then tick actors only. Lastly give a condition like "GetIsVoiceType" or "HasKeyword" then give that VoiceType or Keyword to the actor base. All instances of your actor base should say the same things now.
  10. Thanks for your reply, I just tested your suggestion and no luck :wallbash: Its just strange because I have all other movement active including sprinting (only in a straight line) just no bloody movement!!! I think I'm going to have to rethink the animation part for now....which is a shame. I hope someone else knows whats going on.
  11. Ok well I'm having a bit of a problem with idle animations. For some reason after the player finishers the animation I can't move??? Combat, jumping and camera switching all work but movement wont. Now I know its the animations causing the issue because I can move around no problem after the script has run if I leave them out. I've tried about everything I can think of to restore control but nothing is working. Can anyone please shed some light on how to get the controls working again after forcing the player the play idle animations??? Thanks. Here's the script. Scriptname TeleportScript extends ObjectReference FormList Property Locations Auto Const Armor Property Pipboy Auto Const Idle Property OnGround Auto Const Idle Property GetUp Auto Const Quest Property ControlsQuest Auto Const Event OnActivate(ObjectReference akActionRef) Objectreference targetposmarker If (Locations.GetSize() == 0) debug.traceandbox("critical: no locations given") return endif targetposmarker = Locations.getat(Utility.RandomInt(0,Locations.GetSize() -1)) as Objectreference If (targetposmarker == None) debug.traceandbox("critical: location not valid") return endif utility.wait(12) ControlsQuest.SetStage(20) Game.GetPlayer().UnequipAll() Game.GetPlayer().EquipItem(Pipboy, true,true) Game.FastTravel(targetposmarker) Game.GetPlayer().PlayIdle(OnGround) utility.wait(4) Game.GetPlayer().PlayIdle(GetUp) utility.wait(2) ControlsQuest.SetStage(0) EndEvent
  12. It could be a few things. Either your materials or textures aren't setup correctly or it could be when you exported your mesh out of 3dmax/blender ect you ticked vertex colors. If the material isn't setup to use vertex colors it'll just turn the mesh invisible.
  13. Hey I'm currently working on a script to cast a spell on a target actor when attacked by the players fists. This is what I have so far. ACTOR Victim Event OnEffectStart(Actor akTarget, Actor akCaster) victim = akTarget RegisterForHitEvent(victim) EndEvent Event OnHit(ObjectReference akTarget, ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked, string apMaterial) if victim.IsEssential() == false && victim.IsHostileToActor(game.GetPlayer()) == true && akAggressor == game.GetPlayer() && akSource == None victim.Kill() endif EndEvent This sort of works but only on one combat target. If I remove akSource I can get it to target a group but I don't have to make contact with an attack for them to die and they all die at once. Plus once I do the initial attack they can then be killed by any attack from anyone?? Also to get the script to work at all I have to have the spell set to "Concentration" and "Target Actor". Which I think is causing issues too. Anyway any help would be great thanks.
  14. Thanks for clearing that up after changing "Size" to "GetSize" everything is working now but I have a new problem. I still have to go around and either place new XMarkers or use existing ones for the location. Which is sort of what I'm trying to avoid. Ideally I'd like to use the games location markers as the locations and then place an XMarker using the script at them that the player will then move to. Sort of the way the artillery gets it target from the smoke grenade. I've tried a few things but cant get the script to find the locations to place the marker now.
  15. Thank you Ubuntu this is exactly what I needed :thumbsup: One small issue though. I'm getting an error "loop did not match anything at input None" so I'm not sure what to do to fix it?
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