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Need help with a simple rotate script


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Hi everyone,

I want to rotate a static object 180° in game by pressing a button and rotate it back when pressing again.

Actually very simple, but all I found doesn't work for Starfield.

I found a YouTube video for Fallout explaining Rotationhelpers and the following script attached.

I can compile this one, but it has no effect in game, so I guess the variables are wrong or something? Or is it that the Rotationhelpers in Starfield are different? I can't find a single one that is showing the degrees like the ones in Fallout seem to do.

Spoiler

Scriptname RotateHelperScript extends ObjectReference

ObjectReference Property HingeMarker01 Auto Const ; This is a reference to a RotateHelperDefaults01
ObjectReference Property HingeMarker02 Auto Const ; This is a reference to a RotateHelperDefaults01
ObjectReference Property HingeMarker03 Auto Const ; This is a reference to a RotateHelperDefaults01
ObjectReference Property HingeMarker04 Auto Const ; This is a reference to a RotateHelperDefaults01
 
Float Property RotateSpeed Auto Const ; This controls the animation speed (1.0 to 20.0)
 
; This OnActivate event is a fallback incase things don't work, you don't need it here.
Event OnActivate(ObjectReference akActivator)
    Debug.Notification("Something went wrong, event triggered without state")
EndEvent
 
; This is the default state named "Closed", OnActivate will trigger the animation to go to an open state
Auto State Closed
    Event OnActivate(ObjectReference akActivator)
        GoToState("Busy") ; Set Busy state to prevent retriggers
        shouldBeOpening(true) ; Animate to open state
        GoToState("Open") ; Set Open state
    EndEvent
EndState
 
; This is the state named "Busy", used if the animation takes too long
State Busy
    Event OnActivate(ObjectReference akActivator)
        Debug.Notification("I'm busy") ; Show a notification
    EndEvent
EndState
 
; This is the state named "Open", OnActivate will trigger the animation to go to an closed state
State Open
    Event OnActivate(ObjectReference akActivator)
        GoToState("Busy") ; Set Busy state to prevent retriggers
        shouldBeOpening(false)
        GoToState("Closed") ; Set Closed state
    EndEvent
EndState
 
Function shouldBeOpening(bool isOpening)
    ; Set rotation speed of the animation to each object reference
    HingeMarker01.SetAnimationVariableFloat("fSpeed", RotateSpeed)
    HingeMarker02.SetAnimationVariableFloat("fSpeed", RotateSpeed)
    HingeMarker03.SetAnimationVariableFloat("fSpeed", RotateSpeed)
    HingeMarker04.SetAnimationVariableFloat("fSpeed", RotateSpeed)
 
    ; Determine if the animation should be going to a new position or back to original
    ; PlayAnimation is used to rotate each marker by a set degree, values can be: 
    ; Play0 (Original position)
    ; Play30 (Rotate 30 degrees)
    ; Play45 (Rotate 45 degrees)
    ; Play90 (Rotate 90 degrees)
    ; Play180 (Rotate 180 degrees)
    if (isOpening)
        HingeMarker01.PlayAnimation("Play180")
        HingeMarker02.PlayAnimation("Play30")
        HingeMarker03.PlayAnimation("Play90")
        HingeMarker04.PlayAnimation("Play90")
    else ; Return to original position
        HingeMarker01.PlayAnimation("Play0")
        HingeMarker02.PlayAnimation("Play0")
        HingeMarker03.PlayAnimation("Play0")
        HingeMarker04.PlayAnimation("Play0")
    endIf
EndFunction

 

Another one is from Darkfox and I'd love to use it as it's very versatile, but it's for Skyrim and I can't even compile it in Starfield CK:

 

Spoiler

Scriptname DF_Script_TranslateObject extends ObjectReference  
{Move a static object to specified coordinates in a cell or to the location of another reference.}


;Original script created by Darkfox127
;Any potential problems which may arise from this script being changed from the original are the sole responsibility of the mod author making the changes.


Bool Property MoveToRef = True Auto
{Sets the type of translation. True will translate the object to a reference, wheereas false will translate to specific coordiantes.

Default = True}

Float Property PosX1 Auto
{One of the position variables for the translation}
Float Property PosY1 Auto
{One of the position variables for the translation}
Float Property PosZ1 Auto
{One of the position variables for the translation}
Float Property RotX1 Auto
{One of the rotation variables for the translation}
Float Property RotY1 Auto
{One of the rotation variables for the translation}
Float Property RotZ1 Auto
{One of the rotation variables for the translation}

Float Property PosX2 Auto
{One of the position variables for the translation}
Float Property PosY2 Auto
{One of the position variables for the translation}
Float Property PosZ2 Auto
{One of the position variables for the translation}
Float Property RotX2 Auto
{One of the rotation variables for the translation}
Float Property RotY2 Auto
{One of the rotation variables for the translation}
Float Property RotZ2 Auto
{One of the rotation variables for the translation}

Float Property RotationVal Auto
{The amount you want to rotate the object by.}

Float Property SpeedVal Auto
{The speed you want the object to be moved.}

Float Property Time Auto
{The amount of seconds until the object reaches its target.

This must be accurate as not to affect the state check for if the object is currently moving.}

GlobalVariable Property StateGlobal Auto
{The global for the current state that the object is in.

Useful for creating things like lifts with multiple activator buttons.}

ObjectReference Property TranslateRef Auto
{The object to move.

Must have the correct NIF settings and be a moveable static.}

ObjectReference Property LocationRef Auto
{The reference to move your object to.

This can be a copy of the object you have or an xmarker sitting in the relevant coordinates.}

Sound Property SFX Auto
{The sound effect to play while the object is moving.

This should be a looping sound that the script will stop after the speicifed time has elapsed.}

Sound Property SFX_End Auto
{The sound effect to play at the end of the object's translation.}

String Property BUSYMSG Auto
{The notification to show if the object is currently moving.}

Event OnInit()

    GoToState("Stationary")

EndEvent

State Stationary ; The object is currently not moving and translation can be started.

    Event OnActivate(ObjectReference akActionRef)

        If MoveToRef == True

            ;debug.notification("Movement Started - 1")
            If StateGlobal.GetValue() == 0
                ;debug.notification("Position One")
                GoToState("Moving")
                StateGlobal.SetValue(1)
                Int SoundInstance = SFX.Play(Self)   
                TranslateRef.TranslateToRef(LocationRef, SpeedVal, RotationVal)
                Utility.Wait(Time)
                Sound.StopInstance(SoundInstance)
                Utility.Wait(0.2)
                SFX_End.Play(Self)
                GoToState("Stationary")
            Else
                ;debug.notification("Position Two")
                GoToState("Moving")
                StateGlobal.SetValue(0)
                Int SoundInstance = SFX.Play(Self)
                TranslateRef.TranslateTo(PosX1, PosY1, posZ1,  RotX1, RotY1, RotZ1, SpeedVal, RotationVal)
                Utility.Wait(Time)
                Sound.StopInstance(SoundInstance)
                Utility.Wait(0.2)
                SFX_End.Play(Self)
                GoToState("Stationary")
            EndIf

        Else

            ;debug.notification("Movement Started - 2")
            If StateGlobal.GetValue() == 0
                ;debug.notification("Position One")
                GoToState("Moving")
                StateGlobal.SetValue(1)
                Int SoundInstance = SFX.Play(Self)
                TranslateRef.TranslateTo(PosX2, PosY2, posZ2,  RotX2, RotY2, RotZ2, SpeedVal, RotationVal)
                Utility.Wait(Time)
                Sound.StopInstance(SoundInstance)
                Utility.Wait(0.2)
                SFX_End.Play(Self)
                GoToState("Stationary")
            Else
                ;debug.notification("Position Two")
                GoToState("Moving")
                StateGlobal.SetValue(0)
                Int SoundInstance = SFX.Play(Self)
                TranslateRef.TranslateTo(PosX1, PosY1, posZ1,  RotX1, RotY1, RotZ1, SpeedVal, RotationVal)
                Utility.Wait(Time)
                Sound.StopInstance(SoundInstance)
                Utility.Wait(0.2)
                SFX_End.Play(Self)
                GoToState("Stationary")
            EndIf

        EndIf

    EndEvent

EndState

State Moving ; The object is currently moving and translation cannot yet be started.

    Event OnActivate(ObjectReference akActionRef)

        debug.notification(BUSYMSG)
        Return

    EndEvent

EndState

 

If anyone could tell me how I could make this usable in Starfield OR tell me a simple and easy script to rotate and rotate back an object by button activation, I'd greatly appreciate it.

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This script would rotate the reference the script is attached to immediatelly (without visible translation).

Scriptname RotateHelperScript extends ObjectReference Const			; attach this script to your Static reference, so the ObjectReference of the Static base form

Float Property fDegrees = 180.0 Auto Const


Event OnActivate(ObjectReference akActionRef)
	If akActionRef = Game.GetPlayer()		; player activated this Static reference
		Float fOriginalAngleZ = Self.GetAngleZ()
		Self.SetAngleZ(fOriginalAngleZ + fDegrees)
	EndIf
EndEvent

 

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@LarannKiar

Thank you very much for the help. Unfortunately I'm getting the error "no viable alternative at input '=' " when trying to compile the script.

And I think I didn't express myself properly, because what I'm looking for would actually be a translation and at best being able to set the rotation speed.

I want to use it for a (decorational) ship weapon that I can tilt out of the top of the hab with a slow animation by button press and tilt it back to its base with another button press. So the 2 scripts I posted above would do that perfectly (I guess). I just don't know enough about scripting to know how to change them to work in Starfield - OR how to use your script and add translation and rotation speed.

 

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