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Dimitrisgb

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Everything posted by Dimitrisgb

  1. It's like an Oblivion Gate. To be more precise, it's that kind of gate you see on Boethia's and Peryite's quests.
  2. Ok, I saw the edits and they work. Thank you all for your help and time, I really appreciate it. How can I do something similar with gates? I entered the ref ID of a gate I placed, but the gate is already there. Need I create another gate (with a different base ID)? I was looking the scripts for the Oblivion gates, but couldn't make sense, though the idea here is the same: the gate appears at 9 p.m. Or I could set an NPC to open the gate.
  3. This doesn't work at all. It's not that there are errors and that. It's just that the NPCs don't appear.
  4. I get an error message that says "Missing block and keyword" for "else" and "Mismatching block" for "end".
  5. Looks like this is working. But I am trying to add the rest of the NPCs and I get mismatching blocks and all that. How exactly can I add them? This is what I wrote: scn ELSJinsAppear begin GameMode if GameHour >= 21 || GameHour < 6 if ELSHunbalSpirit.GetDisabled != 0ELSHunbalSpirit.Enableif ELSAlUzzaSpirit.GetDisabled ! = 0ELSAlUzzaSpirit.Enable endifelse if ELSHunbalSpirit.GetDisabled == 0ELSHunbalSpirit.Disableif ELSAlUzzaSpirit.GetDisabled == 0ELSAlUzzaSpirit.Enable endifendifend
  6. That's not working either. There are no errors, though. I think I am going to try my first script with some changes.
  7. For example, Al-Uzza's base ID is ELSAlUzza. Her ref ID is ELSAlUzzaSpirit. So I tried this code: scn ELSJinsAppearTest short DoOnce1 Begin GameMode if (GetCurrentTime >= 21) && (GetCurrentTime <= 5) enable ELSHunbalSpirit {ELSRhondalBurningStarTemple}.enable ELSAlUzzaSpirit {ELSRhondalBurningStarTemple}enable ELSManatSpirit {ELSRhondalBurningStarTemple}. else disable ELSHunbalSpirit {ELSRhondalBurningStarTemple}disable ELSAlUzzaSpirit {ELSRhondalBurningStarTemple}.disable ELSManatSpirit {ELSRhondalBurningStarTemple}. endifSet DoOnce1 to 1End Which has no errors, no missing variables, no unknown script commands, but still doesn't work.
  8. This doesn't work either: scn ELSJinsAppearTestshort DoOnce1 Begin OnActivate if (GetCurrentTime >= 21) && (GetCurrentTime <= 5) ELSHunbalSpirit.ref {ELSRhondalBurningStarTemple}.enableELSAlUzzaSpirit.ref {ELSRhondalBurningStarTemple}.enableELSManatSpirit.ref {ELSRhondalBurningStarTemple}.enable else ELSHunbalSpirit.ref {ELSRhondalBurningStarTemple}.disableELSAlUzzaSpirit.ref {ELSRhondalBurningStarTemple}.disableELSManatSpirit.ref {ELSRhondalBurningStarTemple}.disable endifSet DoOnce1 to 1End
  9. Still doesn't work. "Script command not found" This is what I wrote scn ELSJinsAppearTestshort DoOnce1 Begin OnActivate if (GetCurrentTime >= 21) && (GetCurrentTime <= 5) ELSHubal {ELSRhondalBurningStarTemple} enableELSAlUzza {ELSRhondalBurningStarTemple} enableELSManat {ELSRhondalBurningStarTemple} enableELSGoodJin1 {Wilderness} enableELSEvilJin1 {ELSBattlemageHideoutExt} enableelse ELSHubal {ELSRhondalBurningStarTemple} disableELSAlUzza {ELSRhondalBurningStarTemple} disableELSManat {ELSRhondalBurningStarTemple} disableELSGoodJin1 {Wilderness} disableELSEvilJin1 {ELSBattlemageHideoutExt} disable endifSet DoOnce1 to 1End
  10. This is what I wrote: scn ELSJinsAppearTestshort DoOnce1 begin GameMode if GameHour >= 5if ELSEvilJin1 GetDisabled == 0 ;group of jins is not disabled;disable jin groupELSEvilJin1 DisableELSGoodJin1 DisableELSHubal DisableELSAlUzza DisableELSManat DisableELSAlLat Disableset DoOnce1 to 0 ;reset flag to make appear them at night againendif endif If GameHour >= 21;is player in same cell as groupif Player.GetInSameCell ELSEvilJin1 != 0 && DoOnce1 == 0;yes, so enable whole groupELSEvilJin1 EnableELSGoodJin1 EnableELSHubal EnableELSAlUzza EnableELSManat EnableELSAlLat EnableSet DoOnce1 to 1endifEndIf End
  11. Nope. Still not working. I replaced their ref with their Base ID and still the auto-correct can recognize the script command. And one more thing. That EvilBattleMageJin is not supposed to be in the same cell with the rest. Shoild I remove that sentence?
  12. I just copied and adjusted a lights script. It used to work just fine. I will try by removing the ref.
  13. Can't make it work. Syntax errors and for some weird reason, the script can't recognise the existence of the NPC's.
  14. The player is not supposed to activate anything to make the NPCs appear. So why do you use OnActivate then? I tried the Begin OnGame, but I got a message the script can't recognise the word OnGame.
  15. The player is not supposed to activate anything to make the NPCs appear. But I am thinking of a gate that appears the same time the NPC's appear and disappear the same time that they do, but I am afraid that I won't be able to get put of that world if the gate disappears.
  16. Ok, so my script is a bit buggy, which means that if I am not at the certain cell, by the time they NPC's should appear, they will not appear. This is what I have written: scn ELSJinsAppearshort DoOnce1begin gamemode if GameHour >= 5 Disable ELSBattlemageEvilJin.refDisable ELSBackAlleyGJin.refDisable ELSHunbalSpirit.refDisable ELSAlUzzaSpirit.refDisable ELSManatSpirit.refDisable ELSAlLatSpirit.ref endif end Begin GameMode If GameHour >= 21 Enable ELSBattlemageEvilJin.refEnable ELSBackAlleyGJin.refEnable ELSHunbalSpirit.refEnable ELSAlUzzaSpirit.refEnable ELSManatSpirit.refEnable ELSAlLatSpirit.ref Set DoOnce1 to 1 EndIf End So I adjusted an already existing script of the lights and have written this: scn ELSJinsAppearTest Begin OnActivate if GameHour >= 5 && GameHour <= 21 ELSHunbalSpirit.ref disableELSAlUzzaSpirit.ref disableELSManatSpirit.ref disableELSBackAlleyGJin.ref disableELSBattlemageEvilJin.ref disable else ELSHunbalSpirit.ref enableELSAlUzzaSpirit.ref enableELSManatSpirit.ref enableELSBackAlleyGJin.ref enableELSBattlemageEvilJin.ref enable endif End And this doesn't work at all.
  17. Thanx, but I looked at the Forlorn Watchman's script and I think I got the answer. The NPC's appear at 9 p.m. every night and disappear at 5 a.m. every day (I made some adjustments).
  18. I 'm not sure if I made myself clear. I want that NPC to tell you what Shady Sams tells you when you get close to him and also greet and tell you goodbye the same way that Shady Sam says. My custom NPC is already in the same faction. It's just an alternate version of Shady Sam. All I did to create him was edit Shady Sam and change the base ID.
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