jamesmorlock Posted June 10, 2009 Share Posted June 10, 2009 I'm making a torture-chamber mod, and so far have been successful at avoiding having to write my own scripts, but I have a very cool idea with fire and need help writing the script to 1) Enable the fire at the press of a button if it's disabled 2) Disable the fire if it's enabled 3) Without sacrificing the fire damage effect Any code you can provide to get me started, or if I can do this without writing a script, is much appreciated. Link to comment Share on other sites More sharing options...
XJDHDR Posted June 10, 2009 Share Posted June 10, 2009 What exactly do you mean by "the press of a button"? Do you mean a keyboard button or a switch on the wall, lever, etc? Link to comment Share on other sites More sharing options...
jamesmorlock Posted June 11, 2009 Author Share Posted June 11, 2009 What exactly do you mean by "the press of a button"? Do you mean a keyboard button or a switch on the wall, lever, etc? I mean the use of an activator in game. More specifically, the flame node will be under a cage with a prisoner in it, when I press a button on the wall (or pull a lever) the flame node activates, also causing fire damage, then when I press the button again, the flame node deactivates. Link to comment Share on other sites More sharing options...
XJDHDR Posted June 11, 2009 Share Posted June 11, 2009 That's easy then. You need an activater, the flame node and a script. Find the flame node and activater you want and make a copy of them by giving them a name you like. Place the copied node and activater into your torture chamber, add a reference ID to the flame node and set it as a persistant reference and initially disabled. Next, create this script: ScriptName [NameYouWantToGiveYourScriptInOneWord] Short FlameEnableState Begin OnActivate player If FlameEnableState == 0 Set FlameEnableState to 1 [FlameNodeRefID].Enable PlayGroup forward <= Add this is only if the activater animates when activated ElseIf FlameEnableState == 1 Set FlameEnableState to 0 [FlameNodeRefID].Disable PlayGroup backward <= Add this is only if the activater animates when activated This one is a bit tricky. If the activater only has one animation (Ayleid pushswitch, for example), it should say "forward". If there are two or more animations (example: lever switch), you must keep "backward". EndIf End Save this as an object script and attach it to your activater. Job done! Link to comment Share on other sites More sharing options...
jamesmorlock Posted June 11, 2009 Author Share Posted June 11, 2009 Thank you! works perfectly. Mmmm roasted human... Link to comment Share on other sites More sharing options...
XJDHDR Posted June 14, 2009 Share Posted June 14, 2009 LOL :) Always a pleasure. Link to comment Share on other sites More sharing options...
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