Jump to content
⚠ Known Issue: Media on User Profiles ×

alcarewan

Members
  • Posts

    5
  • Joined

  • Last visited

Nexus Mods Profile

About alcarewan

Profile Fields

  • Country
    Hungary

alcarewan's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Since my last reply i tried some things. I learn the basics continuously, and see we have limits, with and without SKSE too. I found two Fallout 4 functions may can do this right, but it won't help me. A little improve, I created a local variable for reading the global. This works well. Trigger-thing The problem hold true, i can define little bit better. If I create a trigger in the editor from my trigger-base activator, works fine anywhere. So the checking script is good. When I create a trigger from script with PlaceAtMe, the "object" created, but the trigger function not working. Maybe we can't create a working trigger after cell load. I found the Location Ref Type tab on references and brings me a hope for first idea, moving the number one trigger from Bannered Mare. I can't figure out how it works exactly, think i need to look after the quest system. This can be more compatible and easier way, than create trigger for every pots with hand.
  2. When was an trigger on the map, it worked, OnTriggerEnter() event worked perfectly, but i couldn't move it to another cell. So now there is just the "base object" activator http://users.atw.hu/fantasyrp/src/ck1.jpg The script create a trigger from this ToT_TriggR = Self.PlaceAtMe(ToT_Trigger,1,true) ToT_TriggR.MoveTo(Self,28,-2.5,44.4) After the debug says it's on the right position. Just doesn't work the OnTriggerEnter() event. I'll come back afternoon, to try some stuffs, thanks for replies!
  3. Thank you all of you for reply! I wasn't specific enough. HeyYou, It was the base problem, can't access an object from another, unloaded cell. TobiaszPL, You're right, I need to explain better. Your mod are great, I've read the scripts too, and maybe I want something like the Script of recive soda. Although, it should be a Fallout mod too :D So my idea, create an immersive, more realistic cooking mechanism than Skyrim has. There are two main things, First is drag and drop, you need to grab the ingredients, and drop into the pot. Here is the problem, Skyrim has a lot of cooking spits, and need to be compatible with most of big mods, like Campfire, so I can't place the triggers manual. The Second thing is the cooking of every ingredient have time. When you done, resets your inventory and give you only the ingredients you cooked, and opens the cooking craft menu. Well, this last one not too nice solution, but i'm not here yet. So my problem now, I spawn one trigger from the base object, but it doesn't work. What i know? - When it spawns, the script works. Event OnInit() Debug.Notification("Collision works") EndEvent Works right. - It has the right position in every cell by GetPositionX..Y..Z. - It has 10x10 sizes by GetLength, GetWidth Event OnTriggerEnter(ObjectReference akActionRef) Debug.Notification("Something works!") ... EndEvent But this event not works, not triggered by actors or items. NexusComa I have the IsCooking global variable, this for to create/delete the actual triggers. I will need an 'saveable' array for the ingredients, because I don't want lose every dropped ingredients when restarted the game. If you have solutions, or different ideas, share with me pls!
  4. Hello, I'm totally new in CK, and working on a cooking mod few days ago. The problem i can't resolve, is there a trigger in an interior(Whiterun Bannered Mare), and I want to move it to the actual position(example The Drunken Huntsman, or exterior) by a script. It seems impossible, SetPosition and MoveTo functions works only in the same interior(Bannered Mare). Doesn't work my last idea too, when I'd create a new trigger from the base. If you can, help me please. Scriptname ToT_FireplaceScript extends ObjectReference {Script of the Fireplace} GlobalVariable Property ToT_IsCooking Auto Message Property ToT_FireplaceMenu1 auto ObjectReference Property ToT_TriggerBase Auto ;Trigger or TriggerBase Form Property ToT_Trigger Auto ObjectReference Property ToT_TriggR Auto Event OnActivate(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() Menu() EndIf EndEvent Function Menu(int Button = 0) Button = ToT_FireplaceMenu1.show() If Button == 0 ;Wants fast food = original cooking ElseIf Button == 1 ;Wants create food ;Get ready for trigger setup float posX = Self.GetPositionX() + 28 float posY = Self.GetPositionY() - 2.5 float posZ = Self.GetPositionZ() + 44.4 ;ToT_TriggerBase.SetPosition(posX, posY, posZ) - Works, but only same interior ToT_Trigger = ToT_TriggerBase.GetBaseObject() ToT_TriggR = PlaceAtMe(ToT_Trigger) ToT_TriggR.MoveTo(Self,28,-2.5,44.4) ToT_IsCooking.SetValueInt(1) ;Setup cooking Debug.Notification("The pot is warm enough") Return ;Close craft menu NOT WORK YET! ElseIf Button == 2 ;Wants look ElseIf Button == 3 ;Wants finish ;Unload cooking ToT_IsCooking.SetValueInt(0) ;ToT_TriggerBase.Delete() EndIf EndFunction
×
×
  • Create New...