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Swat715

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  1. Sweet thank you so much! youve helped me more then enough. When i finally get my mod completed you'll be on the top of the thank you's/credit list lol if i have anymore scripting questions later down the road would you mind if i private messege you?
  2. Yes that will work but also setup the new object as the enable parent for the spark/smoke/sound effects.The script has only changed by adding 2 lines to enable/disable the marker so just adding those 2 lines would be enough (starting from Event the 4th and the 9th line where added). okay so whenever I add effects just use the enable marker as the parent and I wont have to worry about scripts?
  3. Im adding the new object refrence to the power switch? and then replacing the whole thing?
  4. So i went to the sparks and go to enable parents tab and selected the power switch activator. it allowed it to activate but not deactivate. so when i go to add it to the script do i add it through properties?
  5. You are amazing! it works! i cant thank you enough, seriously! is how hard would it be to add little effects here in there like sparks and smoke just minor stuff like that later? just to give the area the feeling like theres power. (if that makes sense lol) and 2 minor problems with the teleporting is when you load up the game it makes the same sound as when you teleport. and when you teleport it hurts you. other than that its golden.
  6. Just wanna double check I changed the right one Event OnActivate(ObjectReference akActionRef) If ActivatorRef.IsEnabled() ActivatorRef.Disable() EmitterRef.PlayGamebryoAnimation("stage3loop", True) SoundEffectIncetanceID = OBJTeleporterJammerLP.Play(EmitterRef) ElseIf !ActivatorRef.IsDisabled() ActivatorRef.Enable() If SoundEffectIncetanceID EmitterRef.PlayGamebryoAnimation("stage1", True) Sound.StopInstance(SoundEffectIncetanceID) EndIf EndIf EndEvent
  7. Okay so here's what I've got. ActivatorRef 00CustomSwat715_Activator (Teleporter) EmiterRef 00Custom_Swat715_Emitter (Emitter) OBJTeleporterJammerLP OBJTeleporterJammerLP (Autofill) And this script is on the power Switch activator and the teleport script is on the teleport activator. the only thing I can think of is maybe sense I'm using a custom id reference for them?
  8. So I booted up the game and activated the power switch and nothing happened. Either I put the script in the power switch but it was suppose to go into the teleport activator or I might have messed up the properties? For the activatorRef is that suppose to be the power switch or teleporter?
  9. okay sweet that worked, gonna boot it up and give it a try!
  10. Scriptname Swat715_EmitterActivator:Swat715_EmitterActivator extends ObjectReference Const ObjectReference Property ActivatorRef Auto That one? and if so just the const or everything after?
  11. Swat715_EmitterActivator\Swat715_EmitterActivator.psc(3,25): const scripts may only contain const auto properties. Property ActivatorRef cannot be defined Swat715_EmitterActivator\Swat715_EmitterActivator.psc(3,25): const scripts may not contain data, script variable ::ActivatorRef_var cannot be defined Swat715_EmitterActivator\Swat715_EmitterActivator.psc(4,25): const scripts may only contain const auto properties. Property EmitterRef cannot be defined Swat715_EmitterActivator\Swat715_EmitterActivator.psc(4,25): const scripts may not contain data, script variable ::EmitterRef_var cannot be defined Swat715_EmitterActivator\Swat715_EmitterActivator.psc(5,15): const scripts may only contain const auto properties. Property OBJTeleporterJammerLP cannot be defined Swat715_EmitterActivator\Swat715_EmitterActivator.psc(5,15): const scripts may not contain data, script variable ::OBJTeleporterJammerLP_var cannot be defined Swat715_EmitterActivator\Swat715_EmitterActivator.psc(6,13): const scripts may only contain const auto properties. Property SoundEffectIncetanceID cannot be defined Swat715_EmitterActivator\Swat715_EmitterActivator.psc(6,13): const scripts may not contain data, script variable ::SoundEffectIncetanceID_var cannot be defined Swat715_EmitterActivator\Swat715_EmitterActivator.psc(20,0): mismatched input 'EndEvent' expecting ENDIF No output generated for Swat715_EmitterActivator:Swat715_EmitterActivator, compilation failed.
  12. There is no need to have those 2 emitters. Instead of enabling and disabling them you can create one emitter and activate/deactivate the effects on that. using the same activator: ObjectReference Property ActivatorRef Auto ;objectreference of the teleporter activator ObjectReference Property EmitterRef Auto ;objecreference of the emitter Sound Property OBJTeleporterJammerLP Auto;sound effects Int Property SoundEffectIncetanceID Auto Hidden ; no need to fill this the script will do that Event OnActivate(ObjectReference akActionRef) If ActivatorRef.IsDisabled();if the teleporter activator is disabled enable it ActivatorRef.Disable();disables the teleporter activator EmitterRef.PlayGamebryoAnimation("stage3loop", True);starts animation stage3loop SoundEffectIncetanceID = OBJTeleporterJammerLP.Play(EmitterRef);starts the sound effects ElseIf !ActivatorRef.IsDisabled();if the teleporter activator is enabled disable it ActivatorRef.Enable();enables the teleporter activator If SoundEffectIncetanceID ; checks if there is sound playing EmitterRef.PlayGamebryoAnimation("stage1", True); stops the animation Sound.StopInstance(SoundEffectIncetanceID) ;stops the audio loop SoundEffectIncetanceID = None ; clears the inctance property so the script knows there is no sound playing EndIf EndIf EndEvent You could add in a global variable to store the power state if you need to know in another script or as a condition for certain effects. Holy Crap Wasn't Expecting to see this that quickly lol I tried adding the script to the Power Switch Activator Script (Blank script) and it says compilation failed? Also what do you mean by store power state?
  13. okay so I'm using a separate activator (power Switch) to spawn in the teleport activator so its initially disabled. I'm doing this to give the illusion that there's "power" being used. Now for the Emitter sound and effects if I make 2 versions of the emitter 1 with sounds and effects and apply your script to the power switch activator would this work? Here's the list of the references to help better understand. 00Custom_Swat715_PowerSwitch (Power Switch Activator: When activated Enables the Teleport activator and EmitterON to no longer be initially disabled. And Turns EmitterOFF to disabled.) 00Custom_Swat715_EmitterOFF ("Standard Emitter" [OFF] Initially Enabled, Disabled by Power Switch) 00Custom_Swat715_EmitterON ("Powered Emitter" [ON] Initially Disabled, Enabled By Power Switch. Will include Effects and sounds) 00CustomSwat715_Activator ("Teleporter Activator" Initially Disabled, Enabled by Power Switch) I'm terrible at explaining things so Hopefully this helps.
  14. okay so I'm using a separate activator (power Switch) to spawn in the teleport activator so its initially disabled. I'm doing this to give the illusion that there's "power" being used. Now for the Emitter sound and effects if I make 2 versions of the emitter 1 with sounds and effects and apply your script to the power switch activator would this work?
  15. I was able to finally get the activator to work and make a functional power switch. But it leaves me with another question, I have the teleport emitter (Static/Non workshop Version) as a cosmetic piece to my teleporter and was curious if there was a way to have the blue lights and sound effects to be used without power? And how do you add visual effects to activators? for example casue a spark by using an activator?
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