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AzerDraco

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Everything posted by AzerDraco

  1. In response to post #67043901. #67067226, #67073916, #67108236 are all replies on the same post. There is precedent here. "A Tale of Two Wastelands" did exactly this same thing, porting FO3 into FO:NV engine. At the most, I would expect the need for an actual copy of FO:NV to be installed, just like TTW needs an install of FO3. That being said, if the team is actually going through and recreating FO:NV in the new engine without using any of the old assets (voices, music, meshes, etc.), then this project would be more akin to the New California mod released for the FO:NV engine.
  2. In response to post #67068946. #67108151 is also a reply to the same post. Let's satisfy both of you and make it an optional, just like "hardcore mode" was optional.
  3. Dark0ne, I applaud your decision to help GameFront maintain some semblance of uniformity and "brand". It may seem absurd to some, but this issue is about GameFront being able to enforce control over content created specifically to be hosted on their site. It affects many things, but the greatest factor is trust. Having mods reposted to other sites can lead to those reposted mods, or the server connection itself, being a possible infection vector for any kind of malware by less scrupulous individuals. Dark0ne, if Nexus has the storage capacity, a mutually beneficial arrangement could be reached. Have the affected mods link in their descriptions to the GameFront mod page, as well as a link to their home landing page. If Nexus has the storage capacity available, allow GameFront to keep an archive of their files here, with the files unavailable. In this way, if GameFront experiences service issues as they did in 2016, Nexus will be poised to keep the files safe and accessible. Also, it might prove beneficial in the future if Nexus and GameFront entered into some form of "Mutual Exclusivity" arrangement, backed up by some actual legal authorization. As you said, pertaining to the "who is involved", you weren't surprised. If they are doing this to GameFront, they will do it to Nexus if they aren't doing so already. Having an arrangement like this, where GameFront has the primary mod link and Nexus "has their back" with backups would mean that mod authors on GameFront could be resonably assured that their mods will always be accessible.
  4. Thanks Ishara. I checked out your Mining Mod before ... very interesting. I have always thought that the ore inside mines should not run out..... but then, I'm not a player to start mining Ebony in a mine like that and let the game run for days on end........ So the local variables are all unique instances... Well, that means that my doors will behave like I want them to. Lights too. Both will have a timer that can be interrupted for their scripts when the player leaves the trigger zone. Thank you to those that have helped so far, and thank you in advance to those that would drop suggestions, bits of code, or even just links to references that can help a fledgling script writer. Now I'm off to start piecing together code and test my triggers...
  5. That is awesome. Now, what about the timer mechanism variables? Is there a way to make them private, to where ONLY the script running them sees them? In Java, setting a variable private means that any classes looking for that variable need to "ask permission" to access it. This is what I want to do, to where the Timer Count on one gate will continue to run and not be accessed by any other gate activation. I'm looking to make the gates open immediately as the player enters the trigger, then have a roughly 3 to 5 second cooldown before the gate closes again. This is to prevent players from trying to "break" the gate (Which I WILL be attempting in due course.), but also adds a bit of immersion because I want to add the whole "Dwemer Steam Hiss" sounds to the gates as well... The code is coming along slowly ... syntax is a pain when you aren't exactly sure of the rules. Ah well ... at least I'm getting a bit better at it.
  6. Okay. So I have a trigger "defaultActivateSelfTRIG" used in the WarehouseAmbushes prefab for a draugr ambush. I double click on it and get the "Reference" window. I click on the "Edit Base" button and it opens the "Activator" window. At the far right hand side is an area labeled "Scripts" with those three buttons you stated. I select the Script and click "Properties" and that will allow me to reference the individual items. Awesome. One major obstacle overcome. I know exactly where to go to "educate" my script as to the objects it is supposed to be acting upon. Now for the second half of the problem: The actual syntax of the code. Is Papyrus as modular as Java in terms of reusing code? For example, utilizing the pseudocode: IF ActorEnteringTrigger is Actor(Player) THEN (Create a loop here to act as a timer. A Loop is utilized to allow for premature termination if conditions are not met.) count < delay AND ActorWithinTrigger IS true (End the loop once the delay time has been reached) SendActivateEvent TrapLinkGateNorth ELSE END EVENT Without going into too much detail on the specifics, how do I make this a "self-contained script" that I can reuse this script for each of my gates? Do I simply omit the SET so that it becomes read-only to any other script that MIGHT have a reference to it? Thanks for all the help on this, rjhelms84 .... Once this thing is finished and working for Vanilla Skyrim, I'm planning on publishing it and there WILL be an honorable mention for your assistance.
  7. If I am reading http://www.creationkit.com/Reference correctly, you are referring to the window that shows all properties of the object, including 3D data and other reference data. (Right click and select "Edit", or just double click the object) If that's the case, then I would assume that the "Reference Editor ID" field would be where I set up the "nickname" for an individual item. As an example, the TrapLink controlling the North Gate on my map could be named "NorthGateTrapLink". I then utilize that as my reference name in the header line: ObjectReference Property NorthGateTrapLink Auto If I'm wrong, please correct me.
  8. Thanks, rjhelms. I read that myself, but where I get hazy is how I set the property to indicate a specific object. Basically, how do I get "MyRockRef" to point to "MyRock001"? Am I over-analyzing the code, here? Does the script "know" which object to use because I have linked the objects together through "Activate Parents"? In my specific case, my reference would be TrapLinker (0200a30a), which links 9 individual instances of 'PortGatePoleDwemer' allowing a single activation to be sent to all of them simultaneously. I figured that this would make the scripting a little less bulky, as I am sending a single Activation event instead of multiple ones. I have four gates, each off their own trigger boxes and TrapLinker combos. I know that I have them linked correctly, as I can switch the Trigger box to "Player Activation", and am then able to send the activation manually. It's the automation of that Activation that has got me scratching my head. Sjogga, thanks for the information. I'm not looking so much for brightness/dimness based on distance (though it would be AWESOME if it could be done without serious script overkill). What I am planning is to utilize the different lighting furnishings (such as "DweWallSconce01" and "DweWallSconce01On"), with the intent of hiding the unlit lamp and enabling both the lit lamp and the lighting effect when entering the area. When leaving, the exact opposite happens, leaving (hopefully) an unlit lamp. Thus it would appear that the lamps "ignite" in response to the presence of an inhabitant... Thanks for this bit of code, though. I'll definitely save this and see what I can use it for later.
  9. I need some assistance in understanding the Papyrus Scripting syntax. I am a novice programmer in Java, so the basic idea of Object Oriented Programming is pretty clear. I just need a bit of assistance beyond what the CK Wiki has. I am trying to set up bounding boxes as trigger areas to affect the area as the player (and NPCs once I learn to Navmesh a little better) move through. I am wanting to make portcullis gates open as the actor approaches and close again once they walk through and leave the trigger box. Once I get that situation resolved so that the map is running smoothly, then I'd like to tie the same trigger activation into the lighting areas in the level (increase the light emanating as the actor approaches, then reduce it as they leave the area. I understand that this is a LOT of scripting, and I'd really like to actually understand Papyrus as a language BEFORE I start blundering around writing scripts. There is nothing worse than a needlessly bloated script that slows the game to a crawl. Basically, I am looking for a kind of "Papyrus 101" crash course. I have read through a lot of the CK Wiki regarding Papyrus, and I have yet to find a page that explains exactly how to refer to the objects as they are "categorized" when actually creating the physical map. Any assistance is greatly appreciated, but please keep it constructive. Replies to this post in the vein of "L2Mod dumbass" will be laughed at and subsequently ignored as the immature comments that they are. I am looking for simple and helpful explanations about a highly technical and structured scripting language (even if it is structured english).
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