Satchboogie Posted June 5, 2014 Share Posted June 5, 2014 Hello Nexusians. Say I wanted to have a few ships moving far out at sea, to add life to the northern part of Skyrim. Any ideas on how to get started doing this? (These ships need no crew/interiors at this point, and the fact that Skyrims default ships have rolled up sails should be ignored for now.Eventually I'd look into the creation of ships with lowered sails, and even light sources at nighttime. Its too far-fetched for now though.)I really need a few pointers on how to get these objects to move along a certain route.Any assistance would be most appreciated! Link to comment Share on other sites More sharing options...
dastrokes Posted June 5, 2014 Share Posted June 5, 2014 Check this out: http://www.nexusmods.com/skyrim/mods/41279/? Link to comment Share on other sites More sharing options...
Satchboogie Posted June 5, 2014 Author Share Posted June 5, 2014 Wonderful to see this! Thanks for the link.I want to figure out how its done. It shouldn't be too hard. I will take a long hard look at the scripting of this mod, I guess, and try to make sense of it.If anyone has any kind of guide in mind, let me know. Link to comment Share on other sites More sharing options...
reyzark Posted June 5, 2014 Share Posted June 5, 2014 loved the idea. Link to comment Share on other sites More sharing options...
Satchboogie Posted June 9, 2014 Author Share Posted June 9, 2014 I've gotten started on this, using Transportato's ideas as inspiration.TESAlliance and Bethsoft forums seem rather unhelpful so far, I've asked this question on both places.Time to ask it here as well! Scriptname ShipScript extends ObjectReference {This ship will enable when the player comes close enough, sail its route, then disable.} ObjectReference Property waypoint01 Auto ObjectReference Property waypoint02 Auto ObjectReference Property waypoint03 Auto ObjectReference Property waypoint04 Auto ObjectReference Property waypoint05 Auto ObjectReference Property waypoint06 Auto int currentwaypoint = 0 Int Property waypointnumbers Auto GlobalVariable Property hasbeenspawned Auto Event OnInit() RegisterForSingleUpdate(0.5) EndEvent Event OnUpdate() if(Game.GetPlayer().GetDistance(self) < 6000) if(hasbeenspawned.getValue() == 0) currentwaypoint = 1 hasbeenspawned.setValue(1) enable(true) MoveToMyEditorLocation() endif endif if((hasbeenspawned.GetValue())== 1) if(waypointnumbers >= 1) if(currentwaypoint == 1) TranslateToRef(waypoint01, 150.0, 50.0) endif endif if(waypointnumbers >= 2) if(currentwaypoint == 2) TranslateToRef(waypoint02, 150.0, 50.0) endif endif if(waypointnumbers >= 3) if(currentwaypoint == 3) TranslateToRef(waypoint03, 150.0, 50.0) endif endif if(waypointnumbers >= 4) if(currentwaypoint == 4) TranslateToRef(waypoint04, 150.0, 50.0) endif endif if(waypointnumbers >= 5) if(currentwaypoint == 5) TranslateToRef(waypoint05, 150.0, 50.0) endif endif if(waypointnumbers >= 6) if(currentwaypoint == 6) TranslateToRef(waypoint06, 150.0, 50.0) endif endif endif RegisterForSingleUpdate(0.5) EndEvent Event OnTranslationComplete() currentwaypoint += 1 EndEvent Event OnUnload() if((hasbeenspawned.GetValue())== 1) MoveToMyEditorLocation() hasbeenspawned.setValue(2) currentwaypoint = 0 Disable(true) endif EndEvent Why do my ships not move?I have set the waypoint properties correctly in the CK, and I've created an Activator with the model of a Ship so that it can be moved without fade. And yet, no movement occurs!Hopefully someone here knows why.And keep in mind, I'm a self-taught beginner at this :) Link to comment Share on other sites More sharing options...
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