RomanR Posted January 13, 2023 Share Posted January 13, 2023 Yes, this is good approach. Just a little warning - PlaceAtMe command creates object as a new, so you need to delete it if it's not needed afterwards to avoid save bloating (for example using DeleteReference). Link to comment Share on other sites More sharing options...
Guest deleted2027229 Posted January 13, 2023 Share Posted January 13, 2023 Any chance of a Nexus release @GamerRick? Link to comment Share on other sites More sharing options...
GamerRick Posted January 13, 2023 Share Posted January 13, 2023 (edited) Actually, the setangle doesn't work right. The fire gets rotated differently in the game than the CS. So, in the game it is at an odd angle. I tried console commands on it and can't get the fire to be upright in the game. Maybe the solution is also the solution to PlaceAtMe. If you were to put several of those fires in a cell somewhere (like TestingHall), you could orient them correctly, and in the game you would round robin between them, doing a moveto player on them instead of a PlaceAtMe. I just slapped that together in a script I already use for other hotkeys, just to see if the PlaceAtMe and setangle and setpos commands (using the static logpile ref as a reference) would work. It would need more work to be really usable. Like, you could also script the ability of the player to turn it ON/OFF with a fire/frost spell and maybe a torch. So, now you're taking about having the fire be an activator you can attach a script to. Edited January 13, 2023 by GamerRick Link to comment Share on other sites More sharing options...
IcelandicPsychotic Posted January 13, 2023 Share Posted January 13, 2023 Does the fire still show up at an odd angle if you use the AddFlames command? It only adds the static FlameNode so you'd still need to add a light source. Link to comment Share on other sites More sharing options...
GamerRick Posted January 13, 2023 Share Posted January 13, 2023 Does the fire still show up at an odd angle if you use the AddFlames command? It only adds the static FlameNode so you'd still need to add a light source.You mean like: rItem,AddFlames ; add flames to this FileLogPileI don't think you can do that do a static, can you? Never heard of this. Unfortunately the Wiki on it is broken and provides no info on its use. Link to comment Share on other sites More sharing options...
IcelandicPsychotic Posted January 14, 2023 Share Posted January 14, 2023 I've never used that command myself either so I'm not sure how it works, just thought that it could maybe help with the odd-angle-flame problem. Link to comment Share on other sites More sharing options...
Ortorin Posted January 14, 2023 Share Posted January 14, 2023 (edited) Sorry, I quoted the wrong post. Edited January 14, 2023 by Ortorin Link to comment Share on other sites More sharing options...
Ortorin Posted January 14, 2023 Share Posted January 14, 2023 Actually, the setangle doesn't work right. The fire gets rotated differently in the game than the CS. So, in the game it is at an odd angle. I tried console commands on it and can't get the fire to be upright in the game. Maybe the solution is also the solution to PlaceAtMe. If you were to put several of those fires in a cell somewhere (like TestingHall), you could orient them correctly, and in the game you would round robin between them, doing a moveto player on them instead of a PlaceAtMe. I just slapped that together in a script I already use for other hotkeys, just to see if the PlaceAtMe and setangle and setpos commands (using the static logpile ref as a reference) would work. It would need more work to be really usable. Like, you could also script the ability of the player to turn it ON/OFF with a fire/frost spell and maybe a torch. So, now you're taking about having the fire be an activator you can attach a script to. just usesetangle x -90setangle y -90 That will stand the fire up. Link to comment Share on other sites More sharing options...
GamerRick Posted January 15, 2023 Share Posted January 15, 2023 The problem turned out to be that the fire's z angle was not zero. This works. I placed one fire in a test cell, and move it around. set rItem to GetCrosshairRef if rItem set rItemBase to rItem.GetBaseObject if rItemBase == FireLogPile01 RFCampFireLIGHTRef.MoveTo Player RFCampFireLIGHTRef.setangle x -90 RFCampFireLIGHTRef.setangle y 0 RFCampFireLIGHTRef.setangle Z 0 set fTemp to rItem.GetPos x set fTemp to fTemp - 2.03 RFCampFireLIGHTRef.setPos x fTemp set fTemp to rItem.GetPos y set fTemp to fTemp - 10.755 RFCampFireLIGHTRef.setPos y fTemp set fTemp to rItem.GetPos z set fTemp to fTemp + 0.719 RFCampFireLIGHTRef.setPos z fTemp return endif endif Link to comment Share on other sites More sharing options...
bradleybrand Posted January 31, 2023 Share Posted January 31, 2023 Sounds pretty decent, more immersion. Link to comment Share on other sites More sharing options...
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