Monticapone Posted September 22, 2009 Share Posted September 22, 2009 As I´m a real nooby in scripting, I have some questions concernig my new house mod....So I want to have one special object (static:DLC05MZClipboard) to be a switch and then for one time a sound comes (like some engine turning on) and some light go on and electric arcs in some glass container appear (fxelectricarc)....is this possible?There should also be the option to turn all off again.... Link to comment Share on other sites More sharing options...
ElijahHouck Posted September 23, 2009 Share Posted September 23, 2009 Sure it is, and here's how- First, create an activator. (World Objects->Activator->Right click->New) You'll have to extract the model the clipboard uses using something like Fallout Mod Manager, and place it in the same path. For example, if the clipboard was located in "Zeta - Main.bsa/Meshes/Clutter/Clipboard/MZclipboard.nif," you would put the NIF you extracted in "Data/Meshes/Clutter...etc." Have the activator use this model, so it looks the same as the clipboard.Place all of the electric effects where you want them to be when the clipboard is activated. Set them as Initially Disabled, which means that the object is there, but just hidden until a script tells them to be enabled. Give your electric arcs unique Reference ID's, so you can refer to them in the script. I'm pretending that you named them ElectricArc1 and ElectricArc2. Begin OnActivate short DoOnce if DoOnce == 0 ElectricArc1.enable ElectricArc2.enable PlaySound SoundID set DoOnce to 1 endif End Lets break that down- Begin OnActivateThis is telling the script to only happen when the player has activated the clipboard. short DoOnceAnything can come after short, such as "short Walking." It's a way of telling the script, through "if Walking" and "set Walking to," that something is happening, should happen, or shouldn't happen. electricarc1.enableYou're telling the Initially Disabled electric arc to become enabled. Playsound SoundIDSimply playing the sound. endifYou're ending the "if" condition. Unlike Begin/End, the "if" is totally defined by you, instead of being chosen from a list of possible conditions. EndYou're ending the "OnActivate."One script can have multiple Begin and End conditions, as long as they are different. For example, you could have both "Begin OnActivate" and "Begin GameMode" in the same script. But you cannot have another Begin statement until the other has already ended via "End." You'll need to replace "SoundID" with the name of a sound you think fits your description. I think the Megaton gate opening sound might fit, but it's your choice. Sounds are under "Miscellaneous->Sounds" if you didn't know :) . After you save your script, simply chose your script from the drop-down list when editing your activator. And you always start a script with "Scriptname ScriptID." Replace ScriptID with what you want your script to be called. If you want, you can simply type SCN instead of ScriptName, but I personally prefer to write the whole thing out.Remember, scripts are not case-sensitive, so capitalizing things isn't necessary. Of course, it makes the script easier to navigate, especially when you start to write lengthier ones. It's kind of tough to get started, but you'll get the hang of it. A couple of months ago, I was in the same position you were in :) . Link to comment Share on other sites More sharing options...
Cipscis Posted September 23, 2009 Share Posted September 23, 2009 One thing that I think I should mention - the variable declaration (i.e. "short DoOnce") should take place outside the Begin/End block:short DoOnce Begin OnActivate if DoOnce == 0 ElectricArc1.enable ElectricArc2.enable PlaySound SoundID set DoOnce to 1 endif EndOn that note, it looks like I need to update my Script Validator... EDIT: There we go. Variable declarations within Begin/End blocks will now be reported, as will non-"ref" variables declared in result scripts. Cipscis Link to comment Share on other sites More sharing options...
Monticapone Posted September 23, 2009 Author Share Posted September 23, 2009 OK I will try that one....now I have one more question....There is one static object called "Death ray core" (from mothership zeta too). It looks awesome and circles around (special idle animation).....can I somehow script that when I use this switch the animation starts and the death ray core starts to circle? BTW: THANKS A LOT FOR YOUR HELP ALREADY!!!!!! :) Link to comment Share on other sites More sharing options...
Cipscis Posted September 23, 2009 Share Posted September 23, 2009 I'm not familiar with that object, but if the movement is due to an animation then you should be able to use PlayGroup to force the animation to play. This is how objects such as the Megaton gate, Rivet City bridge and Washington Monument elevator have all been animated. Cipscis Link to comment Share on other sites More sharing options...
ElijahHouck Posted September 23, 2009 Share Posted September 23, 2009 Thanks Cipscis, I got screwed up because of the lack of "scripname." ;) Link to comment Share on other sites More sharing options...
Monticapone Posted September 25, 2009 Author Share Posted September 25, 2009 @ CipscisThe GECK Wiki says that this only affects actors....NPCs so to say.... Could you maybe tell me what the script line would be....and how I tell the object not to start the idle animation until I tell it to? Link to comment Share on other sites More sharing options...
deepside Posted September 25, 2009 Share Posted September 25, 2009 and here i was thinking how d..n hard this could be. linked ref and get linked and all that stuff..thanks for bringing this up and scipsis and emh thank you for the reply..didn't know it was that easy. :thanks: :thumbsup: Link to comment Share on other sites More sharing options...
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