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Can you/Is there a Script command to alter Water Level?


Harushimo

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:confused: Since my Jump question never got answered, I'm stuck there, but hopefully this one's possible! I don't see why it wouldn't be at least..

 

Anyway, Is there a script command to change the water level in a specific cell or interior space?

 

I know I -could- make several identicle cells with different water levels and change where doors lead, but if there's a simple Set RandomCellNameID.WaterLevel to ###### that would be great. I've got OBSE latest version and have been checking that list of available functions, but it's a LOOOOONG list with none to specific names. If anyone knows this already, passing on the knowledge would be much appreciated! :thanks:

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yea just either double click, or right click the desired cell... forget which it will bring up an edit box in it will be a water section check of the box chose your water then put in the where you want the water
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yea just either double click, or right click the desired cell... forget which it will bring up an edit box in it will be a water section check of the box chose your water then put in the where you want the water

 

Not quite what I meant. I want the player to be able to pull a lever, etc., and the water level in that or another Cell rises or drains. It doesn't have to be animated at all. I'll have water out of view when it's supposed to change, but it needs to be do-able in-game via script command. I know how to set the water level in the editor. :P Thanks anyway though!

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oooohhh,, well what you could do is have the drain thingy in a different cell than the one with the water, make two water rooms one filled, the other drained, or vicevesa, once it is pulled have the door switch to the other room, not very clear, but do you understand.

 

btw could you please answer this question> http://thenexusforums.com/index.php?showto...p;#entry1467416

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oooohhh,, well what you could do is have the drain thingy in a different cell than the one with the water, make two water rooms one filled, the other drained, or vicevesa, once it is pulled have the door switch to the other room, not very clear, but do you understand.

 

btw could you please answer this question> http://thenexusforums.com/index.php?showto...p;#entry1467416

 

Yeah, I had thought of doing that. It's feasable that way, and I might end up having to make multiple rooms. Problem with that is if I set something up in one room that's also interactive I have to make the same thing in all cell copies and then make them detect eachother's state or variables in an outside script so that all of them match regardless of what room you're in.

 

But about the question for Fallout3, I only know how to add things to Oblivion through the CS. I don't have F3 for PC. The only thing I can suggest is to look for a Fallout3 Modding Tutorial or getting the Fallout3 Editor. Try looking here: http://falloutmods.wikia.com/wiki/Fallout_3_modding_FAQ

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From OBSE doc:

SetCellWaterHeight - changes the water height of the specified cell. In order for the command to take full effect, the cell must be reloaded (con_PurgeCellBuffers can be used to forcibly unload it if it is still in memory). If used to alter the water height in a loaded cell, the water shader will reflect the new height and actors will switch between swimming and walking animations appropriately. However, floating physics and the water surface will not be updated until the cell is reloaded. This command has no effect in exteriors or in cells which have no water.

(waterHeightChanged:bool) SetCellWaterHeight cell:ref newHeight:float

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From OBSE doc:

SetCellWaterHeight - changes the water height of the specified cell. In order for the command to take full effect, the cell must be reloaded (con_PurgeCellBuffers can be used to forcibly unload it if it is still in memory). If used to alter the water height in a loaded cell, the water shader will reflect the new height and actors will switch between swimming and walking animations appropriately. However, floating physics and the water surface will not be updated until the cell is reloaded. This command has no effect in exteriors or in cells which have no water.

(waterHeightChanged:bool) SetCellWaterHeight cell:ref newHeight:float

 

:blink: THANK YOU THANK YOU THANK YOU!!!! Ah ha ha ha ha ha!!! YES! Let the Flooding Commence!!

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