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Everything posted by Willy4x4
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Hummm...this might be possible to script Like: If Player goes into Combat State and Tank is in player's party , tank becomes target ,as long as he's alive :/
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I think you have to place a Gargoyle at the moment the statue explodes or enable him ^^ Okay, I'm not totally sure what you mean though. Option 1 "place a Gargoyle at the moment the statue explodes" Don't know what you mean exactly. Option 2 "or enable him" Isn't he enabled already? All scripts are correct and the activation chain is intact. What i meant is, place a Gargoyle on the same spot as your statue, set him to "initially Disabled", then once the Statue explodes Set him to Enabled. ScritptName EnableGargoyle Extends ObjectReference ObjectReference Property Gargoyle Auto Event OnTrigger(ObjectReference akActionRef) If (akActionRef == Game.GetPlayer()) Gargoyle.Enable() EndIf EndEvent
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I ended up placing the Trigger Boxes, as it's a lot cleaner and faster to get it to display (for the player) The only thing that will take some time is the Enable/Disable button for the map markers as there are over 500 ^^' (around 10-15 secs)
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Hey that actually makes a lot of sense :biggrin: Thanks I'll try it out right away :wink: Kudos for you :smile: and for IsharaMeradin too ^^ EDIT: It Works ! ^^ Even tho it's slow opening the MCM ,as it has 504 ObjectReferences to check from the formlist :/ Would you know how to display a 2 digit Float number?
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Really? :biggrin: I already have them in a Formlist (all 504) so that would be nice ^^ EDIT: Ahhh it's a function >.< , i'll have to update it with RegisterForUpdate?
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I think you have to place a Gargoyle at the moment the statue explodes or enable him ^^
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Thanks ^^ , Yeah i guess I'll do it the long way, with trigger boxes >.> It's not something essential to the mod I'm making, just something for players to see how much markers they found of the total i added The Mod's Name is "Skyrim GatherMate" btw ^^ , there's just 1 screen shot uploaded for the moment (no mod yet) http://skyrim.nexusmods.com/Images/213071
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>.< Figured i'd have to do that , i'll have to place 504 of them + those i haven' placed yet (mapmarkers) Thanks a lot for helping find out what had to be done ^^
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http://www.creationkit.com/IsMapMarkerVisible_-_ObjectReference I found that one already ^^ ,ehh what i'm trying to say is, The Event part , I need an event which triggers when it's activated/Triggered/when i walk in the yellow radius, i don't know how to do that ,other then with RegisterForUpdate, i have 504 of events going to have to use this script i can't make all of them use a OnUpdate event :/
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Well all i want to do is add +1 to a Global Variable once the player discovers the Mapmarker the script is attached to , the script compiles fine tho' I already tried it without the Messageboxes in the first place , i actually added them to check if anything works :/ Would you know how to check if the Mapmarker is discovered? (not RegisterForUpdate i have 504 of these events...) Thanks a lot for answering :)
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http://skyrim.nexusmods.com/mods/14727http://skyrim.nexusmods.com/mods/13148 http://skyrim.nexusmods.com/mods/12281 http://skyrim.nexusmods.com/mods/13506
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i need a script for equipping and unequipping in a certain manner
Willy4x4 replied to Gwyvern's topic in Skyrim's Skyrim LE
Ehhh..... So It's a bound weapon spell? and when drawn you want to switch the model? -
Using a program besides Blender to edit meshes
Willy4x4 replied to JadeRae's topic in Skyrim's Skyrim LE
You could get yourself 3D Max ^^ It supports .Nif files and almost all the rest :) -
I thank that was it ^^, i wrote the script at 3Am :D
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Yes you can ^^ EDIT: Something like (did this from my head...) Scriptname FactionChange Extends ObjectReference [Don't remember this part] Property FactionToAddTo Auto Event OnRead() Game.GetPlayer().AddToFaction(FactionToAddTo) EndEvent
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MoonPath To Elsweyr http://skyrim.nexusmods.com/mods/9782
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Anyone Please?
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How do you know if a mod has been updated?
Willy4x4 replied to MagicalHob0's topic in Skyrim's Skyrim LE
the NMM tells you with a yellow triangle with a "!" in it -
i need a script for equipping and unequipping in a certain manner
Willy4x4 replied to Gwyvern's topic in Skyrim's Skyrim LE
I updated the script as i saw it myself i forgot UnregisterForUpdate() >.<It's an example, i could adjust it as he wants, with spells and stuff, but I'm just an amateur scripter ^^ On top of that i didn't even check if the player has the needed Armor... -
i need a script for equipping and unequipping in a certain manner
Willy4x4 replied to Gwyvern's topic in Skyrim's Skyrim LE
Try this on your weapon: Scriptname MyScriptName extends ObjectReference Armor Property MyArmorPartToEquip01 Auto Armor Property MyArmorPartToEquip02 Auto Armor Property MyArmorPartToEquip03 Auto Armor Property MyArmorPartToEquip04 Auto Armor Property MyArmorPartToEquip05 Auto Weapon Property MyWeaponIsEquiped Auto ;Etc.... Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() RegisterForUpdate(0.5) ;set the update time here (0.5 = 0.5 secs) EndIf EndEvent Event OnUnequipped(Actor akActor) If akActor == Game.GetPlayer() UnregisterForUpdate() EndIf endEvent Event OnUpdate();does this test every 5 secs If (Game.GetPlayer().IsEquipped(MyWeaponIsEquiped))&&(Game.GetPlayer().IsWeaponDrawn() == True) Debug.MessageBox("Weapon is drawn and equipped!") Game.GetPlayer().EquipItem(MyArmorPartToEquip01) Game.GetPlayer().EquipItem(MyArmorPartToEquip02) Game.GetPlayer().EquipItem(MyArmorPartToEquip03) Game.GetPlayer().EquipItem(MyArmorPartToEquip04) Game.GetPlayer().EquipItem(MyArmorPartToEquip05) ElseIf (Game.GetPlayer().IsEquipped(MyWeaponIsEquiped)) && (Game.GetPlayer().IsWeaponDrawn() == False) Debug.MessageBox("Weapon is sheathed and equipped!") Game.GetPlayer().UnequipItem(MyArmorPartToEquip01) Game.GetPlayer().UnequipItem(MyArmorPartToEquip02) Game.GetPlayer().UnequipItem(MyArmorPartToEquip03) Game.GetPlayer().UnequipItem(MyArmorPartToEquip04) Game.GetPlayer().UnequipItem(MyArmorPartToEquip05) EndIf EndEvent EDIT: Updated Script :smile: -
The NMM uninstalles the mod (removes the files it installed) and leaves the .Zip/.Rar file for a future instalment Use the Big red X to completely delete the .Zip/.Rar file
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Okay, so what I'm trying to do now, is every time a map marker location is found it should add +1 to a counter variable :smile: Then i do a little calculation on it and give a % on it Like: - player found 15/500 -> 15/500 = 0.03 * 100 = 3% of total - player found 100/500 -> 100/500 = 0.2 * 100 = 20% of total I did this so far but it won't work :( Scriptname MarkersFoundCounter extends ObjectReference GlobalVariable Property MarkersFound Auto Event OnTriggerEnter(ObjectReference akActionRef) If (akActionRef == Game.GetPlayer()) Debug.MessageBox(MarkersFound.GetValueInt()) Debug.MessageBox("Adding +1") Int NewValue = MarkersFound.GetValueInt() + 1 MarkersFound.SetValueInt(NewValue) Debug.MessageBox(MarkersFound.GetValueInt()) EndIf EndEvent
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That is the script command i tried but it didn't seem to disable it :( Is this the right way to check if the Global Variable has changed? Scriptname Mapmarker extends ObjectReference ObjectReference Property Ore Auto GlobalVariable Property Mapmarker_OnOff Auto Function SomeFunction() RegisterForUpdate(5.0) ; Before we can use OnUpdate() we must register. EndFunction Event OnUpdate() ; This event occurs every five seconds If (Mapmarker_OnOff.GetValue() == 1 ) Ore.Enable() Else Ore.Disable() EndIf EndEvent I changed some things in the script and it now seems to work :smile: But I'm going to make like a 500+ of these events so I'm not sure that checking every 5 secs (or even more) is the right thing to do, i only want it to update every time the Global Variable has changed :/ Scriptname Mapmarker extends ObjectReference ObjectReference Property Ore Auto GlobalVariable Property Mapmarker_OnOff Auto Event Onload() RegisterForUpdate(5) EndEvent Event OnUpdate() ; This event occurs every five seconds If (Mapmarker_OnOff.GetValue() == 1 ) Debug.MessageBox("Enabled") Ore.Enable() Else Debug.MessageBox("Disabled") Ore.Disable() EndIf EndEvent EDIT: Ended up doing the Property Settings directly In the MCM Script ^^ , Solved
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That is the script command i tried but it didn't seem to disable it :( Is this the right way to check if the Global Variable has changed? Scriptname Mapmarker extends ObjectReference ObjectReference Property Ore Auto GlobalVariable Property Mapmarker_OnOff Auto Function SomeFunction() RegisterForUpdate(5.0) ; Before we can use OnUpdate() we must register. EndFunction Event OnUpdate() ; This event occurs every five seconds If (Mapmarker_OnOff.GetValue() == 1 ) Ore.Enable() Else Ore.Disable() EndIf EndEvent
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Hi everyone, I have a question about Map markers, because I'm making a mod with an MCM that will let you enable/disable some specific ones, i know once you find a place it will show up on your map, but how would i disable it from displaying on my map? I can't seem to find anything , found "tmm" which shows them all but i want it just for a specific map marker not all...