Jump to content

TobiaszPL

Banned
  • Posts

    204
  • Joined

  • Last visited

Everything posted by TobiaszPL

  1. Ok other question, if i use PlayAndWait and then i use StopInstance it will work? i don't have any sounds on this PC so i can't test T_T... int InstanceID State A Event OnActivate( ObRef Ref ) GotoState( "B" ) InstanceID = PlayAndWait() EndEvend EndState State B Event OnActivate ObRef Ref ) StopInstance( InstanceID ) GoToState( "A" ) EndEvent EndState how about this? xD will State B stop prev started Event and stop playing sound?
  2. if i run -> int instanceID = mySFX.play(self) is there any way to get 1 - Time left to finish playing this sound 2 - actual Volume * SetInstanceVolume 3 - Object... ugh... this mySFX object ID xD #BadEnglish :3 hyhy //Edit: ofc. i know that i set this mySFX object as sound source but i want to generate it randomly ( one of many items in array will be source ) { also they can be added by spell xD } my english is potato so i can't explain perfectly what i want xD but plz don't waste time for anything else than functions for things i ask :D //Edit2: im asking for something like this: int ABC = instanceID.GetTimeLeft() int ABC = instanceID.GetVolume() int ABC = instanceID.GetSource() but those functions are not working xDDD lel
  3. Why you want to use Enbseries.ini instead of doing it ingame? Shift + Enter or your key to Enter ENB Editor in game and change ENB in game... change time to Night and make fun with Sliders... once you done press "Save Settings" and DONE :D ! i have nice Nights that are complete Black :) even sky is 100% Black color like real Night is :) to see Real Night you have to be in Forest or somewhere where are no lights Night in City isn't like Night in for example Forest Moon give almost no Light :) #Sry4BadEnglish :) Change Fog / Sky / Clouds / Sun and Moon to change Night look
  4. QDataArray[ ( ( 4 * T ) + 0 ) ] Will be better ? xD or Int Temp 4 * T Temp += 0 ; or 1 2 3 QDaraArray[ Temp ]
  5. This time something VERY hard xD Here is Script: Anything to Fix ? :D i Mean how it work no how it look :smile: ReDragon <3 xDD //Edit: lel xD Few stupid misstakes :D //Edit2: Constructor was never in use xD //Edit3: More Fixes :D ! yey xD omfg i was working for last 11 h... even this small code take 3h xD i go 4 something to Eat and GL with looking for more bad in Code :D and TY 4 help if any1 want to help with this ugly code xD ugly cause lel... can't use classes and structures T_T
  6. Why i can't compile this: Int Size Function QChain_Constructor( Int iSize = 32 ) Size = iSize NextID = new Int [ Size as Int ]PrevID = new Int [ Size as Int ]RefID = new Int [ Size as Int ]List = new Int [ Size as Int ] EndFunction ; without casting is not working too :P
  7. all i need is test few Int Values... i dont even need Screen for this... it can be show by BIM BIM BIM xD #EpicEnglish i mean by sound in Bits lel for example "is this function doing what i want and if GOOD Values are in GOOD place" all i need is Console without game xD //Edit: y Maxarturo i know about coc but i don't even need any activators etc. all i need is see Value that are in Arrays xD and simple Console can show me this :c... but ok... we don't have anything like this... i was thinking about something like SoloLearn have for C++ C# JS etc. >> https://code.sololearn.com/ckJlW7MfBUFs/# its this same Class but in C++ :P lel and also its QLG DreamEngine Class DreamEngine can support 3D etc. but if im just testing new Class where is point of loading Game with Graphics? or just loading anything more than just this ONE Class and Import req. other functions xD #AgainMyEpicEnglish :D
  8. Script or AiPackage... float Function GetHour() float Time = Utility.GetCurrentGameTime() Time -= Math.Floor(Time) Time *= 24 Return Time EndFunction ; Also ; ; you can use ; >> GetCurrentWeather ; >> GetOutgoingWeather ; and make NPC change outfit for rain snow etc. Event OnUpdateGameTime() ; if ShouldKeepUpdating == true RegisterForSingleUpdateGameTime( 1 ) Temp = GetHour() If ( ( Temp > 8 ) && ( Temp < 20 ) ) Npc.SetOutfit( MyDayOutfit ) Else Npc.SetOutfit( MyNightOutfit ) EndIf ; This script can be in NPC ; so NPC can control it and shutdown on Event OnDeath() EndEvent But its no tested by Me :) i hate followers but i know there is Function to Change Outfit cause i was using it many times for my NPCs
  9. its normal that this Game Console Command to Reload Mod is Crashing? or maybe im using it wrong xD cause it was crashing my game i don't remember this command but i know there is command to realod mods :c any1 know this command and know why its Crashing my Game ? T_T i was just writing my mod name in one command "Braverock.esp" and then using this second command xD all like tutorial about this command xD but after using it my game crash :c...
  10. This point 1 and 2 omfg xDDDDDDDDDDDDDDDDDD there is easy way to see what you are doing wrong... just make video for YouTube? with video you can show us how you are doing it also it will be nice if you show Navmesh, Cell Data, NPC Data etc. in video also can you show us all scripts you use? and Maxarturo how you add Images on Forum ? xDD
  11. Any program where i can Run script writen for CK??? Starting game waiting for Load Save and using script and then watching Debug Messages... ugh its take so much time -_-... any1 know any program where i can test Scripts in Console? without starting game ofc. CK - "ohh yey compiled without errors" Game - "ohh fu*k not working, ok back to CK" CK - "ok now its gonna work fine !" Game - "ohh... its not working... again...." CK - "this time it will work !!!" Game - "OHH MY FK**G GOD WHY ITS NOT WORKING* ** My day ** y i know there is Game Console Command to reload Mod but its crashing my game...
  12. Heyyyyy.... Class its Version 6 and its my bad cause most updated version is 8 xD but now i have few free days of work so i can't get good class version :c i have to work on old xD here is script you help me making earlier y i know my code is perfect :3 what this class do? Its Array like Chain so one objects is connected with next and prev "chain eye" we can easly delete and create new "chain eyes" i want this class to control how many Lights still left to Out also i want this class to Manage every object in Script i know my code is very long and... well not very easy to read but if any1 have time and want to help me im w8ing and also trying to make this class in CK :D in C++ it was tested and working fine but like i said i copied Version 6 not 8 so there may be still some bad functions, also i delete many functions im not gonna need but i read this class and im prety sure i dont delete anything that is need What this script have to do? 1) Turn ALL Lights if Player Enter TriggerBox 2) Wait 1 hour and Turn Off few Lights 3) If All lights Off Disable and wait for Player sry 4 my english and ty for help :smile:
  13. Scriptname <YourName> extends ObjectReference Actor Property QActor Auto { Actor Ref. to Activate } Event OnActivate( ObjectReference QRef ) QActor.Enable() EndEvent For Activator... Leaver / Chain etc. just add this script and fill Properties Scriptname <YourName> extends Actor Event OnInit() Self.Dinable() EndEvent For player lol... your question is perfect... idk even 4 what you are asking... how would I enable an existing but initially disabled NPC with Papyrus? <Actor>.Enable() here: https://www.creationkit.com/index.php?title=Enable_-_ObjectReference
  14. to start script by other script you can cast spell with script you want to start lel... scripts can be attached to spells :D lol xD "You can" hi tobi <3 im gonna test my idea with Spells starting Scripts and strill trying to make something with starting script on dialogue enter xD ty. 4 help foam and ishara :P
  15. 1) Event if player started dialogue with NPC - just if E was pressed on NPC to talk 2) Event if player selected specific dialogue with NPC - for example event if player choice "Hello" in dialogue :x OnActivate on Actor is not working or im using it wrong xDDD i just want to run script if player start talk with NPC and i want to run script if player choice dialogue option also is there any way to Start Script from script ? xD for example: Script Property ScriptToRun Auto Start( ScriptToRun ) xDD its probably not possible cause how i will fill properties with this "Start" Function but maybe there is way to do this :D
  16. Is there any way to Copy Landscape ? :D i want to duplicate ONLY Terrain Height and Terrain "textures" i dont need Objects / navmesh etc. //Edit: ofc. im asking about any possible way to do it, so other programs including :P cause i think in CK i can't do something like this xD
  17. TranslateToRef? lel not gonna explain you everything cause i have only 5 min left and i leave home << epic english xD but 1) Place any item *Bridge or something* in every possible possition you want to have this object 2) select all those objects but left one unselected 3) replace them with XMarker ( CTRL + F ) 4) Edit Base of this one left and copy Mesh src. 5) copy this mesh and edit it in NifScope to make collision box move 6) create new object ( ofc. Movable object ) and replace with this one "position" you left lel... 7) create script OnActivate for example Dwemer Lever and move object from position to position maybe if i will have some time ill paste you working script but like i said i can't do it right now :c... with script you can even rotate object by selected by user degrees :tongue: //Edit: hey, here you have Tutorial: https://www.youtube.com/watch?v=1lkrX3HYSDc just watch it and make your own script for your bridge :P TranslateToRef is PoseToPose thats mean you can place one object in RenderWindow in one position with own Rotation and Position and other object with own Rotation and Position and then use this function to nice and smooth move to other position :x
  18. I write some stuff but its not very important xD Your effect can be easly deleted by other mods :x so better way is using Magic Effects or something like this maybe Perks instead of SetValue Full Post: xD
  19. I have 127 objects... and every objects use this same Script... now i add new Variable to this Script... and those 127 objects have Default value... //Edit: { its new GlobalVariable in this Script... all of those 127 objects will use this same Variable... } //Edit2: { And they are Base objects so i can't just click "Edit Base" and change it... its 127 different Units for my Arena :) 127 Actors with this same script... } i have to change them all one by one or there is any way to make it all at once ?
  20. #Sry4MyPotatoEnglish :) Normaly i was using Fraps but i lost activation key so i bought Mirillis Action... and its crashing my Game all time... i was trying many things but nothing is working xD - Yes, i start Action in Admin Mode - Yes, i start Skyrim in Admin Mode - Yes, i start Action and Skyrim in Admin Mode - Yes i was trying in Window and then start Action - Yes, i was jumping from Game to Desktop and starting Action - Yes, i was trying every Compatibility Move ( Win, Service Packs etc. ) - Yes i was reinstaling all Drivers - Yes i was reinstaling DirectX - Yes i was reinstaling Game - Yes i was reinstaling Action - Yes i have all updates for Skyrim, ENB, Action - Yes i move Action Folder to Program Files etc. - Yes i was trying to OFF ENB Effects and then Start Action and ON ENB Effects i was trying many many many more ways that i found in Internet but nothing is working xD Action Support said "f**k you not my problem" so i come here lol xD Bfff never gonna buy Action again -_- useless s#*&#33; and useless support... but i want to make it work cause Action have more options than Fraps and Bandicam :/ but at least Fraps and Bandicam work with ENB...
  21. Y i know and im gonna do it... but one long function that move objects from FormList to Array is less epic that single Pointer :P
  22. Y but i wanted Pointer to FormList... but k :c... GetAt is so slow T_T
  23. Int* MyPointer; Int MyArray[25]; MyPointer = &MyArray; can i somehow use it ?
  24. Yes :tongue: QGold is how much Player have to Pay QGoldRef is Reference to Item "Gold01" :smile: if you don't need to Manage house but only purchase Key You can just delete all Lines for Manage here is script without Manage Sign: or you can just ignore no needed references they should be NULL and Function should be ignored... but its bethesda so script maybe will try to enable NULL item or whatever it is if not setted xD //Edit: You can also just make door and then change it to Activator :P and you can buy key from door :D Activator door will disapear and normal door will show :P cause this ObjectReference to ManageSign can be anything, dont have to be Sign or even activator :P it can be also Static Rock or Tree :)
  25. Bfff... Script: its nooooooooooo ohh w8... i have idea... but can't test it so il will just ask xD MagicEffect and Spell can be casted at same time??? maybe Magic effect cast his OnHit effect and Spell cast his OnHit effect xD idk So maybe If ( ( QAgr != QPlayer ) || ( QSrc != QSpell as Spell ) ) will work... but like i said can't test it now xD //Edit: lel now reading this script i see another misstake xD what if player don't have enough gold ? :P hehe xD
×
×
  • Create New...