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javaplaza

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Everything posted by javaplaza

  1. I'm familiar with CK and basic papyrus, but now I'm moving onto to harder things. Since I'm not sure how to script what I'm trying to do, this may be a bit confusing. If it is, just say so, I'll do my best to explain. The player will be shown a messagebox with multiple enemy types to select from (they are able to choose more than one). Once their selection is made, my script takes the enemy list and randomly selects one at a time for random-attacks on a specific location. I'm aware of the randomInt function, and successfully got that working. But I'm less familiar with arrays. Thanks in advance, java
  2. UPDATE: I figured it out. The effect will end when the spriggan starts battle but i believe that can still be adjusted within the vanilla invisibility magic effect. how: (this script is on a quest stage) FXsprigganFX01effect.stop(spriggan) ; visual effect (turns off glowing leaves)spriggan.ApplyItem(VanillaInvisPotion) ; vanilla effect 01 (turns off body mesh)spriggan.PlaySubGraphAnimation("KillFX") ; dont know how this works - but putting it in just like this removed the rest of the FX
  3. i did not mean to post this twice :(
  4. its working great.. changes the stage and all that now its my scene that wont play thats happening in more than one part of the quest some of my scenes play, some dont. either way, thanks for everything!
  5. i dont understand no i just kinda gave up on that, assuming the player wont be in this area before they need to be.
  6. yeah its working this way but no matter what i do, my scene won't play. the notifications ARE there.. so thanks for your help on that :)
  7. yeah nothing is happening might take it back off the quest alias, because atleast then, i got the debug message
  8. trigger doesn't show the message. im adjusting the alias order, seeing if that helps
  9. ive moved the script to a quest alias instead of on the trigger itself, and set a condition for the quest being on stage 10. heres the new script. but nothing happens when i enter the trigger area. Scriptname DFLTOonTriggerEnter extends ObjectReference scene property myscene auto quest property myquest auto int property nextStage auto Event OnTriggerEnter(ObjectReference akTriggerRef) if akTriggerRef == Game.GetPlayer() myQuest.setStage(nextStage) debug.notification("you entered the trigger area") endif EndEvent
  10. wow i saw the error you mentioned.. okay im trying to work this out after fixing it, it still doesn't seem to want to work.
  11. no im trying to make the trigger only work when the quest is on stage 10 thanks for your reply !
  12. Scriptname DFLTOonTriggerEnter extends ObjectReference scene property myscene auto quest property myquest auto int property nextStage auto Event OnTriggerEnter(ObjectReference akTriggerRef) if akTriggerRef == Game.GetPlayer() && myQuest.GetStage() == 10 myQuest.GetStage(nextStage) debug.notification("you entered the trigger area") endif EndEvent hopefully this is self explanitory... here is the error I'm getting..
  13. i did a little reading and got it working... but mostly thanks to you. I couldn't be happier Thanks foamy! Heres the final code Scriptname DFLTOSpellPass extends ReferenceAlias quest property myquest auto formlist property spellList auto actor property targetNPC auto Function AdvanceStage() myQuest.setstage(20) debug.messagebox("Success!") Utility.Wait(0.2) targetNPC.ForceActorValue("Aggression", 0) targetNPC.StopCombat() EndFunction Event OnSpellCast(Form akSpell) Spell spellCast = akSpell as Spell if spellcast && (myQuest.Getstage() == 11) if spellList.HasForm(spellCast) AdvanceStage() endif endif EndEvent
  14. this might help explain further, what im trying to do.. but.. i tried it and it doesn't work. ill read over your post again , i must have missed something. if spellCast && myQuest.GetStage() if spellList.HasForm(spellCast) AdvanceStage() endif endif
  15. you, sir... are.. amazing. the script is firing once i added the debug.message to the top. no idea how that caused the REST of it to start working as well, but... on top of it, youve taught me how to simplify it further and this is going to be so useful later, for me. So... Thank you.
  16. also i havent mentioned i need this to have an if statement to make sure im on a certain quest stage. i dont want to mess with spellcast && spellcast... where would i add that?
  17. i dont know what that would look like, but i sure would love to try it out! i have not - and thats a great idea. I'll test it as soon as I'm home in a few minutes.
  18. are you saying the script looks fine? :huh:
  19. i have! the quest functions, ive been working it for a few months now. So yes, its started. When I shout / use one of those spells, I don't get a message box and i also check the stage in console before quitting the game when testing.
  20. yes all the properties are filled correctly.
  21. edit ; the list is actually much longer but i chose to edit it down to 3 spells for the sake of the post.
  22. actor property targetNPC auto quest property myQuest auto int property myStage auto spell property SPELL001 auto spell property SPELL002 auto spell property SPELL003 auto Event OnSpellCast(Form akSpell) Spell spellCast = akSpell as Spell if spellCast && spellCast == SPELL001 debug.messagebox("Success!") myQuest.setStage(myStage) Utility.Wait(0.2) targetNPC.ForceActorValue("Aggression", 0) targetNPC.StopCombat() endIf if spellCast && spellCast == SPELL002 debug.messagebox("Success!") myQuest.setStage(myStage) Utility.Wait(0.2) targetNPC.ForceActorValue("Aggression", 0) targetNPC.StopCombat() endIf if spellCast && spellCast == SPELL003 debug.messagebox("Success!") myQuest.setStage(myStage) Utility.Wait(0.2) targetNPC.ForceActorValue("Aggression", 0) targetNPC.StopCombat() endIf endEvent Ive got a quest that requires the player to perform a higher level spell to advance to the next quest stage. Similar to gaining entry to the college of winterhold, but from a list of master level spells only. Here is the script, attached to the Alias (which is at the top of the alias list) Specific Reference : 'PlayerRef' But its not firing. Ive tried 2 of the spells from the list. (Icy Spear, and Unrelenting Force) Any help would be really amazing. I'm not sure where I've gone wrong - thanks.
  23. zombie blog time - but ive finally come back to this part of the quest. this is the script on my target npc. the formlist has 8 spells and 1 dragon shout. right now im testing with the dragon shout, and the stage isn't changing over in game. considering changing it to onHit ? many thanks Scriptname DFLShoutTrigger extends ReferenceAlias int property myStage auto Quest property myQuest auto FormList property myEffectList auto Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) if akCaster == Game.GetPlayer() if myEffectList.HasForm(akEffect) myQuest.setStage(myStage) debug.messagebox("Success") endif endif endEvent
  24. still no luck... I'm trying to find a way to make a vanilla NPC (specifically a dremora) say a specific line of 'taunt' dialogue during a scene Ive created. Does anyone know how I'd be able to accomplish this? Im familiar with how to add audio files to the ck, but not files that already exist within the bsas. Thanks in advance.
  25. What I have: A battle between a few leveled dremora and an NPC who's on a team with the player. The intended goal: The NPC is going to be shouting responses to the Dremora's taunts and combat lines. What I'm trying to do: Ive chosen the strongest of the leveled dremora and am trying to control exactly which taunts he says. I created a scene to play during the battle, with the npc and dremora as quest aliases, and given the Dremora a package for "Say". This allows me to point to 'taunt' but like I said, I'm trying to take it a step further and select one of the four taunts available. Many thanks.
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