Rapeoductions Posted June 17, 2009 Share Posted June 17, 2009 Does anybody know where i can get a script. That will allow the player to walk through spikes in the ground and as soon as he is past the spikes they will raise. After he has defeated all the "Monsters" they will automatically go down again. Link to comment Share on other sites More sharing options...
Pronam Posted June 17, 2009 Share Posted June 17, 2009 That depends...What kind of spikes are you referring to? Did you create a new object with an animation ..or..is it part of a vanilla object? The start is generally be done via a triggerbox..that activates a parent, which could be the spikes. All normal traps work in this way... The other part could be done via a local object or a quest...The type of script depends what your plan is...Is it part of a quest or is it just something happens in a dungeon..so to say...? The deaths could be measured by these variables: GetDead and GetDeadCount (if you got multiple of the same) Link to comment Share on other sites More sharing options...
Rapeoductions Posted June 17, 2009 Author Share Posted June 17, 2009 It is a vanilla object i was going to try to use the Arena spikes if possible. Where to i get a trigger box it is for a quest. DO you know where i could find the info. Link to comment Share on other sites More sharing options...
Pronam Posted June 17, 2009 Share Posted June 17, 2009 The only info is there is can be gathered from CS or cs.elderscrolls.com ... Triggerboxes-> World-Objects->Activators->Dungeons.. Look for Trigzone Player... (You only want the player to start it off..) Fortunately you're going to use those fences :). Saves a lot of trouble.. That gate is just a door...so you could just use the old one.. (Its better to grab it from the list at W-O->Doors->Arena)When placed ,the door should be set as a persistent reference to be used in scripting...as is the same for the 'parent' function.. The trigzone/triggerbox should be place just after the gate or alike.... Then double click for its reference properties and adjust the 'enable parent' tab and select you reference (the gate) to let it function... The Quest should handle the rest... You need a Questscript for that.. (can be assigned at the top of a script, normally its set for an 'object') Also at the triggerbox..check the 'initially disabled' at the reference editor... So it will not activate before the quest start..Do this for any bandits, as well. You ow the quest-script from me.. I need to leave ..., maybe someone else could give it before tomorrow. If you give the quest-ref-name and the stage its involved in..that could speed up the process. (for me, tomorrow) Link to comment Share on other sites More sharing options...
Rapeoductions Posted June 17, 2009 Author Share Posted June 17, 2009 Here is the site with all the info http://raproductions.co.cc/Oblivion/Mods/Newworld.html It will completely be up in about 20 Minutes The only info is there is can be gathered from CS or cs.elderscrolls.com ... Triggerboxes-> World-Objects->Activators->Dungeons.. Look for Trigzone Player... (You only want the player to start it off..) Fortunately you're going to use those fences :). Saves a lot of trouble.. That gate is just a door...so you could just use the old one.. (Its better to grab it from the list at W-O->Doors->Arena)When placed ,the door should be set as a persistent reference to be used in scripting...as is the same for the 'parent' function.. The trigzone/triggerbox should be place just after the gate or alike.... Then double click for its reference properties and adjust the 'enable parent' tab and select you reference (the gate) to let it function... The Quest should handle the rest... You need a Questscript for that.. (can be assigned at the top of a script, normally its set for an 'object') Also at the triggerbox..check the 'initially disabled' at the reference editor... So it will not activate before the quest start..Do this for any bandits, as well. You ow the quest-script from me.. I need to leave ..., maybe someone else could give it before tomorrow. If you give the quest-ref-name and the stage its involved in..that could speed up the process. (for me, tomorrow) Link to comment Share on other sites More sharing options...
Pronam Posted June 17, 2009 Share Posted June 17, 2009 I can only answer to the first question...I simply don't have the time to do all of those..Next to that.. 2,4,6,9 and 10 are just dialogue...only requiring one line of script to continue the quest. I still don't know how your quest-ref is named, but I suppose I do have some stages now...I'll just attached 0's to it...You would have to give all (I did 3) bandits and the gate ref names in this script.This only is part 7 to 8 (stage 70 to 80) All between )('s must be replaced...scn (QuestScript) short progress Begin Gamemode If Getstage (Quest) == 70 If (ActorREFId1).GetDead == 1 If (ActorREFId2).GetDead == 1 If (ActorREFId3).GetDead == 1 setstage (Quest) to 80 endif endif endif endif if Getstage (Quest) == 80 if progress == 0 (Gate).SetOpenState 1 set progress to 1 endif endif End Link to comment Share on other sites More sharing options...
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