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antstubell

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Everything posted by antstubell

  1. @ReDragon. I copied and pasted your script 'as is' and compiled. Got these errors. E:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\SMTshrineElvenScript2.psc(122,44): variable i is undefinedE:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\SMTshrineElvenScript2.psc(122,32): type mismatch on parameter 1 (did you forget a cast?)E:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\SMTshrineElvenScript2.psc(125,44): variable i is undefinedE:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\SMTshrineElvenScript2.psc(125,32): type mismatch on parameter 1 (did you forget a cast?)E:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\SMTshrineElvenScript2.psc(128,44): variable i is undefinedE:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\SMTshrineElvenScript2.psc(128,32): type mismatch on parameter 1 (did you forget a cast?)E:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\SMTshrineElvenScript2.psc(141,18): variable n is undefinedE:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\SMTshrineElvenScript2.psc(141,4): too many arguments passed to functionNo output generated for SMTshrineElvenScript2, compilation failed.
  2. Ok. I've already read a few logs and I've got the idea. Thanks.
  3. So I should add bEnableProfiling=0 because it's not there.
  4. It happens on every shrine when the shrine is already facing the way of the shrine activated. Debugging - Yes it looks tedious but at this point I'll give it a go. I don't have access to CK right now but how do I enable logging and tracing and where will the report be?
  5. Hope this is helpful. Please don't ask me to completely rewrite the script. Shrines.mp4 - OneDrive (live.com)
  6. So still not adding 1 if the else statement is true but the SFXPlayTime is correct i.e. the statue rotating sound doesn't play 0.0 EDIT: I placed SMTgv_ShrineActCount.Mod(1) at the beginning of the function and the else statement still won't add 1. Got to be something else in the script that I can't see.
  7. The long script detects which shrine North, South, East or West is activated. When activated they return a value 1,2,3 or 4, These values are stored as globals to make a 3 digit code. E,g, 2,1,4 is East, North, West. ShrineActCount counts to 3, stores the last 3 numbers that were activated, checks if it matches any of the 3 digit codes which 'does stuff', if not it resets to zero and counts again. These are the properties for directions. I am not sure if the game only calculates an angle based on if it has been turned clockwise, so I covered both bases - clockwise and anti-clockwise. Not reflected in the portion of script I posted. ; statue starts facing south Int Property IsNorth =0 Auto Float Property IsSouth =180.0 Auto Float Property IsEast =90.0 Auto Float Property IsWest =270.0 Auto Float Property IsWestAlt =-90.0 Auto; alternative rotation Float Property IsEastAlt =-270.0 Auto; alternative rotation Float Property IsSouthAlt =-180.0 Auto; alternative rotation Thanks for your help, I'll get around to it sometime today. EDIT: The statue will always take the 'shortest route' to get to where it needs to be. Meaning if it is facing North and the West Shrine is activated, it won't turn East, South then West to get there. It will go from North to West - hence my query as to whether the final degree of rotation is 270deg or -90deg.
  8. This function has a flaw and I need help please. I have noted what each part of the condition does. Problem is that the variable isn't always incremented. ; ------------------------------------- Quarter Turn ------------------------------------ This works and the variable SMTgv_ShrineActCount is incremented by 1 ; ------------------------------- Opposite Facing Half Turn --------------------------- This works and the variable SMTgv_ShrineActCount is incremented by 1 ; -------------------------------- Already This Way ------------------------------------- This Else statement does not increment the variable by 1 I hope this is enough to explain the issue. Thanks for looking.
  9. No, it's not that. Changed function to this but still second global takes the same value as the first. EDIT Fixed it. As I said it is a long script so I guessed that somewhere earlier in the script a variable was not resetting or resetting at the wrong point. I amended the function to the following and now it works. Not sure if the utility.Wait is necessary now but not hurting.
  10. Having an issue with assigning values to globals. This function is part of a large script but this is the part that is the problem. Properties are there just I didn't show them here. So the variable SMTgv_ShrineTempValHolder holds a value temporarily depending on which shrine has been activated. I've tested this variable and it does change depending on the shrine activated 1, 2, 3/ The variables SMTgv_ShrineActivated01, SMTgv_ShrineActivated02 and SMTgv_ShrineActivated03 (not seen here because I hit the problem) will then store the value of the most recently activated shrine. What I intended the script to do was that if SMTgv_ShrineActivated01 was 'empty' default is 0 then it would store the value of the last activated shirne. Then next time this function is called if SMTgv_ShrineActivated01 is 'filled' not a value of 0 then SMTgv_ShrineActivated02 will store the most recently activated shrine value. In essence the 3 global values between them will have stored a 3 digit 'code'. 1,2,3 or 231 or 321 etc. These values can be checked later to do other stuff. Problem - The first shrine activated, say it gives a value of 2, is stored in SMTgv_ShrineActivated01 but on checking in console SMTgv_ShrineActivated02 also has a value of 2. Need help on this, again it could be script blindness - been on this script for hours.
  11. Of course it is... my bad again. Thank you.
  12. Can't get it to work. Using a player activated triggerbox with this script and nothing happens. Alchemy bench is in an interior cell not connected to the world where the activator is located.
  13. This is an approach I never thought about and opens up many possibilities. I'll do it tomorrow, thanks.
  14. So I'd like that when player activates an activator the alchemy menu opens. And on exiting it closes like normal. Help please and no SKSE solutions please.
  15. But I can't select the XmarkerActivator that the script is running on as a property because it is running the script. That was my original answer above which is true but as I said in my previous post changing the line does fix it. Thanks for your time. mySpell.cast(Self, Starget01)
  16. Are you saying that the xmarker activator on which the script is running should also be the Ssource? Meaning I should change the line in the first script to - mySpell.cast(Self, Starget01)
  17. So have this script on a xmarker activator and it casts in this case a sparks spell. I want to stop the cast when player enters a triggerbox, so I put this script on a triggerbox. Spell still casts. What am I missing here or doing wrong? Thanks.
  18. Not using SKSE because in over 7 years of modding it's never worked for me. I will abandon this idea.
  19. So I am attempting a scene where player uses scales. Two scales. The idea is to place the correct weight on/in each scale and thus get a result. I'm approaching this using a container linked from a triggerbox activator. The script needs to check the weight of two containers/scales as player puts/takes objects in/out. Not both containers need to have the same weight to succeed. If the target weight is say 100 then as long as the combined weight is 100 it doesn't matter if one has a weight of 10 and the other 90. Help appreciated.
  20. Cast type = concentration. FX persist is checked.
  21. I'm attempting to use the dunKilkreathLightBeam spell which has the effect DA09LightBeamEffect. I've made duplicates so I don't mess up the vanillas. Using simple script on a xmarkerActivator. On activating the beam fires once for a split second then never again. The sound fx persists though. I want it so that the beam 'stays on' until I script it to turn off. This is done in the DA09 quest but I can't figure out how the beam stays on. Help please.
  22. Ok, now the 'effect' is like a strobe light even if I extend the range (1, 9). I thought the Utility.Wait would use seconds. If I use Utility.Wait(1) it waits 1 second. What random numbers are being generated?
  23. As suggested adding another Utility.Wait fixes it. Thanks. EDIT Expanding the script, you'll see where I'm going with this, I'm having further trouble. I kind of get what the problem is but don't know what 'type' the Utility.Wait wants. type mismatch on parameter 1 (did you forget a cast?) type mismatch on parameter 1 (did you forget a cast?)
  24. I feel pretty dumb because I've done this successfully before but for the life of me can't get it working now. The While statement. The following two scripts I've tired but all I get is the object disabled then nothing. Thanks for any help.
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