Agnot2006 Posted December 2, 2009 Share Posted December 2, 2009 Does anybody know if Idle markers can be enabled and disabled. I have tried this script which does not work. I want to be able to enable my new Idles at specific times to make area seem more natural. I also want them to be used by any visiting Companions without changing any Individuals AI, just the normal sandbox. I have seen it done with trigger boxes, but I thought if possible idle markers would be easier to place and move about.Can anyone help? CODEscn DisableAImarkerScript short Toggleshort Dofirst begin gamemode if gamehour >= 0 && Gamehour <= 18 && Dofirst=0Set Toggle to 1EndifSet Dofirst to 1 end begin gamemode if gamehour >= 0 && Gamehour <= 18 && Toggle=1 aaAIdanceMarke.disableSet Toggle to 0 elseifgamehour > 18 && Toggle=0aaAIdanceMarke.enable Set Toggle to 1endif end Link to comment Share on other sites More sharing options...
pkleiss Posted December 2, 2009 Share Posted December 2, 2009 Unless you enter the cell with that code between 12:01 am and 5:59 pm, the first part will never run as you are setting Dofirst to 1 every frame. If all you want to do is enable and disable your idle markers then try this out: scn DisableAImarkerScript begin gamemode if gamehour >= 0 && Gamehour <= 18 if aaAIdanceMarke.getdisabled == 0 aaAIdanceMarke.disable endif else if aaAIdanceMarke.getdisabled aaAIdanceMarke.enable endif endif endOf course this will only work on a single Idle Marker whos Editor Reference ID is "aaAIdancemarke" and the idle marker in question must be set to be persistent in order to use its editor ref ID in a script. Link to comment Share on other sites More sharing options...
Agnot2006 Posted December 2, 2009 Author Share Posted December 2, 2009 Unless you enter the cell with that code between 12:01 am and 5:59 pm, the first part will never run as you are setting Dofirst to 1 every frame. If all you want to do is enable and disable your idle markers then try this out: scn DisableAImarkerScript begin gamemode if gamehour >= 0 && Gamehour <= 18 if aaAIdanceMarke.getdisabled == 0 aaAIdanceMarke.disable endif else if aaAIdanceMarke.getdisabled aaAIdanceMarke.enable endif endif endOf course this will only work on a single Idle Marker whos Editor Reference ID is "aaAIdancemarke" and the idle marker in question must be set to be persistent in order to use its editor ref ID in a script. Thank you for that. Do you know if idle markers can be enabled and disable like this, or even if the script works am I wasting my time trying to turn them off and on? Link to comment Share on other sites More sharing options...
gsmanners Posted December 2, 2009 Share Posted December 2, 2009 As long as the AI is working it should work. If for some reason it doesn't work, you could always do something like: aaAIdanceMarke.moveto Z -30000 to disable or aaAIdanceMarke.moveto Z 2345 to enable (assuming the marker is at 2345 to begin with). Link to comment Share on other sites More sharing options...
Agnot2006 Posted December 2, 2009 Author Share Posted December 2, 2009 As long as the AI is working it should work. If for some reason it doesn't work, you could always do something like: aaAIdanceMarke.moveto Z -30000 to disable or aaAIdanceMarke.moveto Z 2345 to enable (assuming the marker is at 2345 to begin with). That’s a good alternative I hadn’t thought of, I will give it a try if the other Script doesn’t work. Thank you Link to comment Share on other sites More sharing options...
pkleiss Posted December 3, 2009 Share Posted December 3, 2009 Do you know if idle markers can be enabled and disable like this, or even if the script works am I wasting my time trying to turn them off and on? As far as I know, yes. You should be able to disabel/enable anything with an ID in the game (not land or non-placeable water or the like). That said, I have not tested it myself. Link to comment Share on other sites More sharing options...
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