Deathlicor Posted September 9, 2009 Share Posted September 9, 2009 ok im trying to make a simple mod and i plan on having some custom summons and i was wondering if someone could help me out. i would like to modify this script scriptname summonsonso begin scripteffectstart player.placeatme sonso 1,20,1 endif endifend very simple but i would like to know if there is a way to make the npc that gets summoned disappear at the end of the timer instead of following me like a moron. Link to comment Share on other sites More sharing options...
Maigrets Posted September 9, 2009 Share Posted September 9, 2009 ok im trying to make a simple mod and i plan on having some custom summons and i was wondering if someone could help me out. i would like to modify this script scriptname summonsonso begin scripteffectstart player.placeatme sonso 1,20,1 endif endifend very simple but i would like to know if there is a way to make the npc that gets summoned disappear at the end of the timer instead of following me like a moron. Several things are wrong with that script. First using "placeatme" should be used with caution especially for summoned actors. It causes save game bloat and will end up either corrupting your saves or making them so big they will eventually most likely fail to load. "MoveTo" is a better option. You have no "if" statements so the endif's are unnecessary. Here is a script that I use to summon my companion creatures. However, this one is for permanent summons. scn SummonYourNPCScript Begin ScriptEffectStart YourNPCref.moveto player, 100, 0, 0 End Begin ScriptEffectFinish End A good tutorial for what you are looking for is here at the CS Wiki. The NPC or creature will disappear after the timer is up and you can adjust the script used in the tutorial to whatever time you want. Summoned Creatures...(can be used for NPC's I imagine). I've only used it for creatures. http://cs.elderscrolls.com/constwiki/index...moned_Creatures Link to comment Share on other sites More sharing options...
Deathlicor Posted September 9, 2009 Author Share Posted September 9, 2009 ok im trying to make a simple mod and i plan on having some custom summons and i was wondering if someone could help me out. i would like to modify this script scriptname summonsonso begin scripteffectstart player.placeatme sonso 1,20,1 endif endifend very simple but i would like to know if there is a way to make the npc that gets summoned disappear at the end of the timer instead of following me like a moron. Several things are wrong with that script. First using "placeatme" should be used with caution especially for summoned actors. It causes save game bloat and will end up either corrupting your saves or making them so big they will eventually most likely fail to load. "MoveTo" is a better option. You have no "if" statements so the endif's are unnecessary. Here is a script that I use to summon my companion creatures. However, this one is for permanent summons. scn SummonYourNPCScript Begin ScriptEffectStart YourNPCref.moveto player, 100, 0, 0 End Begin ScriptEffectFinish End A good tutorial for what you are looking for is here at the CS Wiki. The NPC or creature will disappear after the timer is up and you can adjust the script used in the tutorial to whatever time you want. Summoned Creatures...(can be used for NPC's I imagine). I've only used it for creatures. http://cs.elderscrolls.com/constwiki/index...moned_Creatures heh well i guess that explains alot about previous attempts at a similar summons. thank you very much Link to comment Share on other sites More sharing options...
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