Chemist18 Posted February 1, 2014 Share Posted February 1, 2014 I wanted to see how the Cave Fungus worked so I started exploring in the GECK. I found: CaveFungus, with a form type of ALCH, this establishes it as a consumable...CaveFungusPlant, with for type of ACTI (activator), which triggers a script, oddly enough called "CaveFungusScript" BEGIN OnActivateI can see in that script where the "state" of the activator is set to "SetDestroyed 1" when the player picks it and the animation of the item is moved back. BEGIN OnLoadessentially toggles the animation based on the state of the activator BEGIN onResetIf SetDestroyed==1 thenPlay the animation forwardset the state to 0 (it grew back)SetDestroyed 0 (it grew back) There's no description in the GECK wiki about the OnReset blocktype. It's clear that the OnReset block causes the cave fungus to respawn. But how/where is the OnReset triggered? Link to comment Share on other sites More sharing options...
Belthan Posted February 1, 2014 Share Posted February 1, 2014 OnReset is run when a cell where the object is placed is reset. If a cell is in an encounter zone with the "Never Resets" box checked, the script will never run on objects in that cell. Otherwise it will run at the frequency specified in the game setting IHoursToRespawnCell. Link to comment Share on other sites More sharing options...
Chemist18 Posted February 1, 2014 Author Share Posted February 1, 2014 OnReset is run when a cell where the object is placed is reset. If a cell is in an encounter zone with the "Never Resets" box checked, the script will never run on objects in that cell. Otherwise it will run at the frequency specified in the game setting IHoursToRespawnCell.THANKS :) Link to comment Share on other sites More sharing options...
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