lilgamefreek Posted August 8, 2009 Share Posted August 8, 2009 I've been looking at a bunch of activator scripts, and I can't figure out what the "do" function does and what it's parameter means. :confused: Link to comment Share on other sites More sharing options...
Cipscis Posted August 8, 2009 Author Share Posted August 8, 2009 That "do" that you've been seeing is an alias for DamageObject. I've seen this question asked quite a few times recently, has that short alias been used extensively in Mothership Zeta or something? Cipscis Link to comment Share on other sites More sharing options...
lilgamefreek Posted August 8, 2009 Share Posted August 8, 2009 Maybe. I'm just trying to figure out what's going on with gas traps though. Expanding my horizons a bit, etc. Link to comment Share on other sites More sharing options...
lilgamefreek Posted August 9, 2009 Share Posted August 9, 2009 Another one. Is it possible to make an explosion that doesn't cause the player's screen to rumble? Link to comment Share on other sites More sharing options...
portbash Posted August 9, 2009 Share Posted August 9, 2009 I need to change the ImageSpace of an interior cell. How to use the SetCellImageSpace command? SetCellImageSpace CellEditorID ImageSpaceName - called in a script isn't working :unsure: EDIThmm.. it seems that it does work, but only if I load a previous save game or re-enter the cell.is there a way to change the IMS on the fly? or is a IMS mod the way to go? another one: Is it possible to set up a drawn trigger that it acts like a use-activator? showing the activators name & stuff... Link to comment Share on other sites More sharing options...
t3hf4ll0ut Posted August 11, 2009 Share Posted August 11, 2009 scn KioskScript Begin OnActivate ShowMessage MessageID End Why is it crashing? I made a new activator with the mesh of the museum kiosk but when I go to activate it in-game I crash to desktop. I don't understand why. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 11, 2009 Share Posted August 11, 2009 Cipsis -I saw your reply last night, but foolishly assumed it would still be there in the morning. Can you please repost? I had a script that was giving me a CTD, and here is my revised script which seemed like it mostly worked, but you posted a better version: scn aaaaEGMillsTokenScript ref target Begin OnAdd set target to getcontainer if target !=0 target.AddScriptPackage aaaaEGmillsBazaarSandbox endif End This was to get NPCs with the token to come to my new base in Evergreen Mills.Something I noticed later, the NPCs do what I expect, but after a while they go back to where they were before. Is there a way to accomplish a permanent AI change?Thanks (again). Link to comment Share on other sites More sharing options...
arachnidzone Posted August 11, 2009 Share Posted August 11, 2009 How do I make a new exterior cell? For a new landscape? EDIT: Made the world space using 'World Spaces' from the drop down menu, and I saw it was blank, did a height map, but now Im getting water appearing through the landscape even though its well below the surface? Link to comment Share on other sites More sharing options...
portbash Posted August 12, 2009 Share Posted August 12, 2009 Is it possible to change an object's name using a script? Simply: Chair -> broken Chair Link to comment Share on other sites More sharing options...
arachnidzone Posted August 12, 2009 Share Posted August 12, 2009 Is it possible to change an object's name using a script? Simply: Chair -> broken Chair Is it not easier to have a chair, and a broken chair, and the script replace one with the other on damage or whatever? I have thought about what your saying though, replace 'raider' with 'dead raider' etc etc. Makes sense! Link to comment Share on other sites More sharing options...
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