-
Posts
293 -
Joined
-
Last visited
Everything posted by kane4355
-
help on a simple enable/disable checker script
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
Ah, I see. Ok, change the code "disable(true)" and "enable(true)" to "DisableNoWait(true)" and "EnableNoWait(true)". The pieces should all fade simultaneously and will take about 2 seconds to fade instead of "popping". The script won't wait for the pieces to finish fading, so putting the "wait" function (of about 3-4 seconds) AFTER the enable/disable commands (like in my last 2 script examples) is necessary to give the sound time to play. Cheers. Ok that works very well! i just need to mess around with the wait time and its perfect. thanks for the help guys and here is a posting of the final script i used: Scriptname DKDrawbridgescript extends ObjectReference ObjectReference Property bridge1a Auto ObjectReference Property bridge1b Auto ObjectReference Property bridge1c Auto ObjectReference Property bridge1d Auto ObjectReference Property bridge1e Auto ObjectReference Property bridge2 Auto Sound Property bridgesound Auto ;Thanks Cipscis - http://www.cipscis.c...als/states.aspx Auto State Off Event OnActivate(ObjectReference akActionRef) GoToState("On") int instanceID = bridgesound.play(self) bridge1a.EnableNoWait(true) bridge1b.EnableNoWait(true) bridge1c.EnableNoWait(true) bridge1d.EnableNoWait(true) bridge1e.EnableNoWait(true) bridge2.DisableNoWait(true) Utility.Wait(4.0) Sound.StopInstance(instanceID) EndEvent EndState State On Event OnActivate(ObjectReference akActionRef) GoToState("Off") int instanceID = bridgesound.play(self) bridge1a.DisableNoWait(true) bridge1b.DisableNoWait(true) bridge1c.DisableNoWait(true) bridge1d.DisableNoWait(true) bridge1e.DisableNoWait(true) bridge2.EnableNoWait(true) Utility.Wait(4.0) Sound.StopInstance(instanceID) EndEvent EndState ***Note: I had to switch the enable/disable states as you can notice above. Bridge1a-e were initially disabled in game while bridge2 was enabled. the original script you guys sent me had the first one set to disable bridge1a-e and enable bridge2 which it was already set that way in game, which is why it took two times to activate the lever before i saw it work. switching the two fixed the problem. thank you! -
help on a simple enable/disable checker script
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
Kane, if you change "disable()" and "enable()" to "disable(true)" and "enable(true)" in your script, then they will fade out a bit more slowly instead of just popping off and on. Unfortunately it is not possible to specify the fade time other than this way. However, if you add the "true" flag as I suggested, the script will wait for each individual drawbridge to fade in, so if each fade takes about 2 seconds then your six drawbridges should take about 12 seconds to finish fading in overall :biggrin: that would work - except i need all of bridge1a-e to fade in at the same time instead of all 5 pieces individually. they connect together making the "bridge" itself. bridge2 is just there to visualize the bridge is closed mode. -
help on a simple enable/disable checker script
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
Both methods actually work! and the reason i want the sound in the script now is i can manipulate how long it loops which actually sounds great in game utilizing the sound file i said earlier. there is a bit if a problem though with both: because the instance was created and the wait for 10 seconds, the fade of the static objects does not happen until after the sound loop finishes. is this due to order in the scripting? also is there a way to set the time it takes for the fade of objects, per-say, adjust it to take the same amount of time the sound does? IE 10 seconds to fade in versus instantly fading in? I also fixed the issue with having to activate the lever twice for the drawbridge script, it now does what it is supposed to do on one activate. here are the two scripts: Scriptname DKDrawbridgescript extends ObjectReference ObjectReference Property bridge1a Auto ObjectReference Property bridge1b Auto ObjectReference Property bridge1c Auto ObjectReference Property bridge1d Auto ObjectReference Property bridge1e Auto ObjectReference Property bridge2 Auto Sound Property bridgesound Auto ;Thanks Cipscis - http://www.cipscis.c...als/states.aspx Auto State Off Event OnActivate(ObjectReference akActionRef) GoToState("On") ;begin event or function int instanceID = bridgesound.play(self) Utility.Wait(3.0) Sound.StopInstance(instanceID) ;end event or function bridge1a.Enable() bridge1b.Enable() bridge1c.Enable() bridge1d.Enable() bridge1e.Enable() bridge2.Disable() EndEvent EndState State On Event OnActivate(ObjectReference akActionRef) GoToState("Off") ;begin event or function int instanceID = bridgesound.play(self) Utility.Wait(3.0) Sound.StopInstance(instanceID) ;end event or function bridge1a.Disable() bridge1b.Disable() bridge1c.Disable() bridge1d.Disable() bridge1e.Disable() bridge2.Enable() EndEvent EndState scriptName DKActivateToggleLinkedRef extends ObjectReference { - Toggles the state of the linked ref when this object is activated. } ObjectReference myLinkedRef Sound Property bridgesound Auto bool property fade = False Auto Event OnActivate(ObjectReference triggerRef) ;begin event or function int instanceID = bridgesound.play(self) Utility.Wait(10.0) Sound.StopInstance(instanceID) ;end event or function myLinkedRef = GetLinkedRef() as ObjectReference if (myLinkedRef.IsEnabled()) myLinkedRef.Disable(fade) Else myLinkedRef.Enable(fade) EndIf EndEvent thank you guys for all your help! this is a lot easier for me then creating an animation (which i have no experience at all with 3d modeling). -
help on a simple enable/disable checker script
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
question on the stop instance parameters: i am having trouble understanding what the instanceID is. the link u sent me says it is: "The instance ID of the sound to stop". is that the sound ID i want or is it just a reference description for "myLoopingSFX" which im assuming would be defined in Sound property.... Sound Property bridgesound Auto Function StopInstance(int aiInstanceID) native global int instanceID = bridgesound.play(self) Wait(10.0) Sound.StopInstance(instanceID) sorry im a noob with papyrus and learning slowly.....is the above correct or do i need to define the instanceID? -
help on a simple enable/disable checker script
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
DRSRuinsPuzzleOpenLPM was the sound i was using.. it was just something i through in. i would like to add a different sound for either toggle... for a drawbridge im at a struggle as to what to pick for "open" and "close". I havent tested the FX in game, i was just asking to see if it would be more stable scripting versus parent activation. i will check to see if it even works, im using FXdustDropTriggerACT for the FX. -
help on a simple enable/disable checker script
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
ok so the script compiled and worked but for some reason when tested in game, it didint work until the second activation of the lever before it did the switch. during each state switchover, it faded in and out but worked perfectly fine. Also, the sound that i applied did a continuous loop and did not end. i just attached a random puzzleload sound and it just did a continuous loop. it might just be the audio i used and i will check that out. I also tried attaching an FX to the lever by parent activation on the FX and selecting parent activation only. So that when you activate the lever, it seems as if the power of the bridge being drawn causes dust and debris around the area. i know i can do this through script but all i could see was stuff dealing with the animation as well. anyway just to activate the FX on activation? -
help on a simple enable/disable checker script
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
so this script was able to compile. I will let you know if it works in game thank you :) -
help on a simple enable/disable checker script
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
Ok this is what i used: Scriptname DKDrawbridgescript extends ObjectReference ObjectReference Property bridge1a Auto ObjectReference Property bridge1b Auto ObjectReference Property bridge1c Auto ObjectReference Property bridge1d Auto ObjectReference Property bridge1e Auto ObjectReference Property bridge2 Auto Sound Property bridgesound Auto ;Thanks Cipscis - http://www.cipscis.com/skyrim/tutorials/states.aspx Auto State On Function Toggle() object2.Enable() bridge1a.Disable() bridge1b.Disable() bridge1c.Disable() bridge1d.Disable() bridge1e.Disable() GoToState("Off") EndFunction EndState State Off Function Toggle() object1a.Enable() object1b.Enable() object1c.Enable() object1d.Enable() object1e.Enable() object2.Disable() GoToState("On") EndFunction EndState Function Toggle() ; Empty function definition to allow Toggle to be defined inside states. More on this soon... EndFunction Event OnActivate() bridgesound.Play(Self) Toggle() EndEvent the bridge i want to toggle is actually comprised of 6 parts, 5 active on one side and 1 on the other. when i went to compile it this is the error i recieved: Starting 1 compile threads for 1 files... Compiling "DKDrawbridgescript"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\DKDrawbridgescript.psc(14,16): variable object2 is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\DKDrawbridgescript.psc(14,24): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\DKDrawbridgescript.psc(26,16): variable object1a is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\DKDrawbridgescript.psc(26,25): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\DKDrawbridgescript.psc(27,16): variable object1b is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\DKDrawbridgescript.psc(27,25): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\DKDrawbridgescript.psc(28,16): variable object1c is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\DKDrawbridgescript.psc(28,25): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\DKDrawbridgescript.psc(29,16): variable object1d is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\DKDrawbridgescript.psc(29,25): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\DKDrawbridgescript.psc(30,16): variable object1e is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\DKDrawbridgescript.psc(30,25): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\DKDrawbridgescript.psc(31,16): variable object2 is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\DKDrawbridgescript.psc(31,24): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\DKDrawbridgescript.psc(40,0): the parameter types of function onactivate in the empty state on script dkdrawbridgescript do not match the parent script objectreference No output generated for DKDrawbridgescript.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on DKDrawbridgescript.psc -
help on a simple enable/disable checker script
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
ok wow thanks. lot better than what i had in mind. i will try using this and see how it fits into what i want to do, looks to be it though. However, on the play sound line, should i add that under "onactivate" or under each state? it will be the same sound for each toggle. what i was going to use was this: Event OnActivate(ObjectReference akActionRef) if ("sound") "sound".Play(Self) endif -
help on a simple enable/disable checker script
kane4355 replied to kane4355's topic in Skyrim's Skyrim LE
bump! -
I am trying to create a simple script that will enable/disable a certain object and disable/enable another on activate. pretty much alternating between object A and object B being displayed when the player activates a certain switch and also play a sound. I have looked over other scripts but unfortunately all i have found is how to do a check on objects within the players inventory and not whether a certain object reference in game is disabled or enabled allowing to alternate between the objects. maybe i am looking too far into and confusing myself. can anyone help? here is a simple jist of what i want to do: object1 disabled object2 enabled on activate play sound if object1 is disabled, enable object1 disable object2 if object1 is enabled, disable object1 enable object2 sorry for not using papyrus language, i was just running it through my head of what i wanted to do and haven't really put anything together. Also, object1 would actually cover over 4 objects so it would be object 1a-d that needed to be enabled/disabled. would a checker like this work on statics in game?
-
made some drastic changes to the exterior. landscape and theme. i removed a bit of the statics that clashed with the theme and removed them or retextured them. the interior castle walls has been increased in size do to removing the solitude castle wall which was honestly causing lag in the Dkworld, took up a lot of room and did not match the theme. a nordic wall has replaced it as well as the solitude buildings inside. a secondary outer wall has been emplaced to cover the outside town and outside town has been turned into main entrance to the castle with other entrance turned into a side entrance.
-
ha! i found the nordic wall textures i was looking for. its not listed under nordic, it was just under the texture folder itself as "ridgedstone" im assuming the other dwemer textures are that way too.
-
i understand its more than 1 DDS that comprises each of the statics. the bigger the static, the more strings it has to cover in texture. However, a simple floor tile such as those used in creating the hallways and hall floors in nordic ruins are not present under dungeons/nordic. and the same with the walls. i just want the basic texture for the wall itself. i could possibly use the trim later but to find the folder where all those files are at is what i am looking for, whether its one or many. the ones in markarth are specific to the worldspace textures and will help for what i need, but im mainly concerned now with finding nordic textures and NOT windhelm ones. I also know some of the textures have normal maps which are the _n.dds and i could use those as well when creating the texture sets.
-
I am trying to locate the dds files within the skyrim texture.bsa for all the nordic and dwemer dungeon architecture, mainly the hall floors and walls. i looked under dungeons\nordic and \dwemer but there is only random things like doors and switches in there. i cant see to find any for the floors and walls. does anyone know what they are listed under? I want to change texture patterns of other statics in game without altering them with a 3d modeler and use the in kit system to change textures using texture sets. any help?
-
i dont know why i didnt think of it earlier. i now have a working display for the Falmer Eyes through scripting instead of modeling alterations. i may also be able to complete the drawbridge the same way (although it will not be animated upon activation).
-
Glad to see the works going well cant help you with the modding I'm afraid (its well beyond me) all I can offer is my support. as a matter of interest as I collect everything (sad I know) about how many mannies are there. thanks for keeping us up to date roughly 75 mannies in the entire castle. Nice once the mod is ready for release i will give a final number on display cases, mannies, weapon racks, book cases, and other display options. still have not figured a way to do a falmer eye display yet due to my lack of 3d modeling capability. although i may not need it, just got an idea....
-
Glad to see the works going well cant help you with the modding I'm afraid (its well beyond me) all I can offer is my support. as a matter of interest as I collect everything (sad I know) about how many mannies are there. thanks for keeping us up to date roughly 75 mannies in the entire castle.
-
whoops hit reply too soon here is more: http://img542.imageshack.us/img542/9937/screenshot533.png http://img716.imageshack.us/img716/9391/screenshot534.png http://img338.imageshack.us/img338/1073/screenshot535q.png
-
bump!
-
more pics of arboretum http://img854.imageshack.us/img854/3277/screenshot532.png
-
i have blender, i have nifscope and i have gimp. my understanding of their capabilities is limited. I also do not have enough time to learn these programs completely before i complete my mod, which is why im asking for help. i do thank you for the idea, and the thought has crossed my mind, but to jump into animation without a lick of understanding of 3d modeling, i am bound for failure.
-
bump!
-
pics of Arboretum http://img13.imageshack.us/img13/4620/screenshot520.png http://img196.imageshack.us/img196/9533/screenshot521.png http://img6.imageshack.us/img6/9097/screenshot522.png http://img196.imageshack.us/img196/2491/screenshot523w.png http://img402.imageshack.us/img402/3366/screenshot524.png http://img696.imageshack.us/img696/6703/screenshot525.png http://img717.imageshack.us/img717/7349/screenshot526.png http://img201.imageshack.us/img201/6995/screenshot527.png http://img205.imageshack.us/img205/1340/screenshot528.png http://img441.imageshack.us/img441/7610/screenshot530.png and more pics to come tomorow..... hope everyone likes.
-
I am looking for anyone who is fluent in 3D modeling and animations. I want to create a draw bridge utilizing 3 DweFacadeBridge01Snow lined up together. upon player activation, the drawbridge animates either by lowering itself like a castle drawbridge with maybe some dwemer chandelier ropes to extend it down or create a drawbridge that extends out like a moving plank. player would need to be able to activate to open and close position. any help?