amokrun1 Posted August 18, 2022 Share Posted August 18, 2022 So what I want is super basic I imagine but I am having trouble finding out how to do it. I am working on a mod where you interact with an activator(a gate)to go to a new cell. Once placed in the new cell, I use a modified fade-from-white IMOD that finishes in 12 seconds. I want a messagebox to appear after 12 seconds, once the picture is completely faded in. What scripting do I need to do to apply a timer to the message so that it will always appear 12 seconds after I am placed in the new cell? Link to comment Share on other sites More sharing options...
StealthDick Posted August 18, 2022 Share Posted August 18, 2022 Here you are: scn ActivatorScript int iStage float fTimer Begin OnActivate Player if iStage == 0 set iStage to 1 set fTimer to 12 ; You may want to play around with this - to refine it to your liking. imod FadeFromWhite12Sec endif end Begin Gamemode if iStage == 1 if (fTimer > 0) set fTimer to fTimer - GetSecondsPassed else if (IsImageSpaceActive FadeFromWhite12Sec != 1) showMessage MyMessageBox set iStage to 2 endif endif endif end Link to comment Share on other sites More sharing options...
StealthDick Posted August 18, 2022 Share Posted August 18, 2022 Ahhh I see you wanted it to follow you into the next cell... Here's a script for the activator, we will call its variables from another script: scn ActivatorScript Begin OnActivate Player if iStage == 0 set Quest.iStage to 1 set Quest.fTimer to 12 ; You may want to play around with this - to refine it to your liking. imod FadeFromWhite12Sec endif end Here's the other script, just create a separate quest to manage the timer: scn QuestScript int iStage float fTimer Begin Gamemode if iStage == 1 if (fTimer > 0) set fTimer to fTimer - GetSecondsPassed else if (IsImageSpaceActive FadeFromWhite12Sec != 1) showMessage MyMessageBox set iStage to 2 endif endif endif end Link to comment Share on other sites More sharing options...
amokrun1 Posted August 18, 2022 Author Share Posted August 18, 2022 Thanks, I'm going to try this tonight! Another question, how do I get time to pass during cell transition? For example, if it takes two hours to travel from cell A to cell B and I want the time once in cell B to reflect this(say 9am when in cell A, go through gate, emerge in cell B and it's 11am). Link to comment Share on other sites More sharing options...
puddlepond Posted August 19, 2022 Share Posted August 19, 2022 (edited) you could add a "SetGameHour (GetCurrentTime + 2)" somewhere in the onactivate block. Edited August 19, 2022 by arsthetiu Link to comment Share on other sites More sharing options...
amokrun1 Posted August 21, 2022 Author Share Posted August 21, 2022 How do I call the variables from the quest? It tells me istage is an unknown command. Link to comment Share on other sites More sharing options...
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