Qrsr Posted August 21 Share Posted August 21 Hey, is there any way to enable/disable an object multiple times based on conditions and not just single time? I would like to have a varierty of object disabled and later enabled based on conditions. Im not experienced with creating Quests which might do the trick already but is there anything else? The default scripts i browsed already didnt show anything usable. Kind regards and thanks in advance. Link to comment Share on other sites More sharing options...
RaidersClamoring Posted August 25 Share Posted August 25 Sure. One immediate problem though will be the fact that it won't "exist" as far as many events and control functions are concerned when it is disabled. To get around this I would probably create an ObjRef/Cell-struct and keep an array of those around for every ref that's been disabled, or for any ref being targeted, and then register events for when entering that cell (instead of the otherwise preferred, by me, RegisterForDistanceLessThan). When the cell-event fires you iterate through the array to find the disabled ref, comparing the Cell-part of the struct to the event sending cell, then decide what to do. Link to comment Share on other sites More sharing options...
PJMail Posted August 26 Share Posted August 26 The way most quests do it is attach an enable parent on the refr of those objects and enable/disable that parent object in script. I am sure you know this so I guess I am missing something... Do you just have a lot of objects you want to individually control - or do some of your objects not act correctly when enabled? Not sure what your actual issue is... Link to comment Share on other sites More sharing options...
Qrsr Posted August 26 Author Share Posted August 26 Alright the reason why im asking is this, i have all Puddles connected to an XMarker and simply want them to be enabled/disabled once the weather IsRaining i really would like to know if there is a way without adding new scripts just for the lols, i think there is one leftover in the vanilla file which would allow me to do so since any weather can enable a spell, can i enable/disable XMarker via spell by default ? Link to comment Share on other sites More sharing options...
PJMail Posted August 29 Share Posted August 29 I hear you, they are not realistic if it's dry. I know doubleyou does a similar thing for trees in their seasons mod, but they use scripts. If this is for your fixes mod then I think there is a generic script you can use so you don't need to add a ba2. Can't find it ATM however. Something that annoys me more is the rain effects inside, but there are also mods that try and fix this which suggests it is much more difficult... Link to comment Share on other sites More sharing options...
Qrsr Posted August 29 Author Share Posted August 29 Quote Something that annoys me more is the rain effects inside, but there are also mods that try and fix this which suggests it is much more difficult... I think you can disable the rain effects when using the acoustic space box as an activator. Link to comment Share on other sites More sharing options...
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