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Swat715

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Everything posted by Swat715

  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?
  16. im making a science facility which is a small portion of my mod, part of the quest requires you to go to different locations in the facilty which is why I was trying to implement the teleporters. so the teleporters are static which is why I was trying to find a way to make them powered. you basically just find a switch to turn on the teleporters which will open new areas in the facility. Edit: So i may have come up with a simpler and less complicated way to do what im trying to do, i just need a manual activator/trigger that works like a button but is invisible and a semifunctional power switch it really just needs to be an activator but doesn't have to produce power. also out of curiosity is it possible to group objects together in the ck to make it "preset?" for the lake of a better word.
  17. Almost ready to give up on the power portion of the teleporters. I've all day attempting to get it to work and nothing has. I've tried making the "WorkshopPowerSwitchbox01" to always have power but it doesn't want to work outside a buildable area. I've tried linking it directly to the Button that activates the teleporter but the switch itself never powers on and when I add the keyword "WorkshopStartUnpoweredOff" to the button it still remains functional. I've looked at some mods on nexus to try and help figure it out but its all workshop based, I tried look at the museum in concord because it had a generator there but I'm not sure if its functional. Ive also noticed when teleporting sometimes I take damage and even though its linked to the xmarker it doesn't teleport you directly on it, but like 10 feet away. You guys have definitely earned my respect cause doing this is stressful lol
  18. You could make a trigger the size of the teleporter and in its primitive tab select player activation. this should do what you want. The only issue is that it can be activated from outside the teleporter. This can easily be fixed by creating a second trigger as an actual trigger and changing the code on the activator to this (leave the properties and scriptname as they are): Event OnInit() Self.BlockActivation(True, True) ;This disables the activator initialy EndEvent Event OnActivate(ObjectReference akActionRef) If !Self.IsActivationBlocked() ; this makes sure the player can't accidentally activate the activator even if they can't see it Game.GetPlayer().MoveTo(TeleportDestination) EndIf EndEvent And adding the following script to the trigger: ;scriptname part goes here (extends ObjectReference) ObjectReference Property ActivatorRef Auto ; fill this with the activator's reference Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == Game.GetPlayer(); this makes sure only the player can enable the activator ActivatorRef.BlockActivation(False) ; this enables activation again EndIf EndEvent Event OnTriggerLeave(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() ActivatorRef.BlockActivation(True, True) ; this disables the activator again after the player leaves it EndIf EndEvent You can add additional checks to these if you end up needing power or not Whenever I use a trigger with and without plaver activation nothing happens. Im using the defaultemptytrigger, is there a specific trigger I need to be using? edit: I added a defaultactivateself script to see if it was needed but with player activation it woulnt work but when I disable player activation it works but can only be used once. But was still unable to use a trigger for an activator.
  19. sweet ill take a look tonight, I like where the teleporter is right now but I'm trying to get it as close to the actual teleporter so looking at your mod with you being a more experienced Modder will help a lot.
  20. That may be my go to but im messing with it to find a way to make it so once you walk onto the teleporter your basicly inside the button so no matter where you look as long as you are on the teleporter you can activate it. Kind of like a trigger box but you have to activate it manually.
  21. So if I only do the required power is the a way to link a WorkshopPowerSwitchbox01 directly to the teleporter so I don't have to do wires?
  22. Real quick I wanna thank you guys for all the help I know it was probably frustrating trying to explain all this to somone with 0 experciance in scripting. I truly appreciate it! The good news is right now the teleport works with sound and effects, the only things could use help with now is to make an invinsble "button" so when you step on the teleporter no matter where you press it will activate cause right now its just a floating butting lol. Also is there a way to do the power requirement without setting it up as a workshop?
  23. i did this but it didn't auto fill, what do I do manually? nvm it worked lol.
  24. Here's Some screen shots of what made it work I used the first example that you showed me because I wasn't sure about on how to do all of it so I tried the simple route. So far I have the functional teleport with changed sounds but no effects or power requirement. Images:
  25. Okay so I Used I followed every step, but it didn't work and I'm assuming its because I used a "DefaultActivateSelfTrigger" sense it has a "defaultactivateself" script. Another this I've noticed is under properties there is only destination marker, is that suppose to be the only property or is there suppose to be more? Edit: So i managed to get it work with a button, but are you able to change the model to somthing else? when i changed it to a differnt object it wasnt activateable. Also i couldnt find the script to make the lightning effect when i activate the teleporter. and for it to require power to use would that be a script aswell?
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