dutch666 Posted February 16, 2010 Share Posted February 16, 2010 I'm planning on making good use of a Script (scn StatueDagonCrumble01SCRIPT) which makes the statue of Mehrunes Dagon inside Lake Arrius Caverns crumble, whilst most happily kicking Ruma Camoran's tight ass. The plan is to make all of the Mehrunes Dagon's Statues in my Mod called 'Oblivion 4ever' crumble right after you have killed the Shrine's High-Priest(ess). The aforementioned Script reads as follows: scn StatueDagonCrumble01SCRIPT short activatedfloat timerref mySelfref myParent float fTrapDamagefloat fTrapPushBackfloat fTrapMinVelocityshort bTrapContinuous begin onLoad set mySelf to getSelf set myParent to getParentRef set fTrapDamage to 0 set fTrapPushBack to 500 set fTrapMinVelocity to 20 set bTrapContinuous to 0 end begin onActivate if isActionRef player == 0 && isActionRef mySelf == 0 && activated == 0 playgroup unequip 0 myParent.activate mySelf 1 set activated to 1 set timer to 7 set fTrapDamage to 20 endif end begin gameMode if activated == 1 && timer <= 0 set activated to 2 set fTrapDamage to 0 endif if timer >= 0 set timer to timer - getSecondsPassed endif end My question is: what needs to be altered in the above script to make the statue of Mehrunes Dagon crumble immideatly after the High-Priest(ess) dies? I'm a far better World (re)Builder than Scripter, so if you could help me? Thanks! :thumbsup: dutch666 Link to comment Share on other sites More sharing options...
XJDHDR Posted February 16, 2010 Share Posted February 16, 2010 I wouldn't mind helping you. The only thing is that it's getting late where I am so I will only be available tomorrow. Link to comment Share on other sites More sharing options...
dutch666 Posted February 16, 2010 Author Share Posted February 16, 2010 Ok, sleep well and see you tomorrow :cool: Link to comment Share on other sites More sharing options...
XJDHDR Posted February 17, 2010 Share Posted February 17, 2010 Okay I can help now. Try creating a new object script then type this into it:ScriptName {WhateverNameYouWantInOneWord} Begin OnDeath {ReferenceIDOfStatue}.playgroup unequip 0 End If you are trying to do this to the default statue in Lake Arrius caverns, the Reference ID of the statue is MQ06DagonStatueRef. Then attach this script to the High Priest(ess). After that, try killing the priest in a game and see what happens. Link to comment Share on other sites More sharing options...
dutch666 Posted February 18, 2010 Author Share Posted February 18, 2010 That's a short script! :blink: :thanks: I wil test this ASAP and see if it works, more about this tomorrow! Dutch666 Link to comment Share on other sites More sharing options...
XJDHDR Posted February 18, 2010 Share Posted February 18, 2010 Basically, it is this command, playgroup unequip 0, that causes the statue to crumble. Everything else is just to syncronise with a dust cloud, time things and have an unknown purpose. Or at least I'm sure of that. Based on what you see during testing, there may be more that we need to add. Link to comment Share on other sites More sharing options...
dutch666 Posted February 18, 2010 Author Share Posted February 18, 2010 Your script works! = Kudo for you! :thanks: I've made the following changes to the "scn StatueDagonCrumble01" script: scn O4EStatueDagonCrumble02SCRIPT short activatedshort busyfloat timerref mySelfref myParent float fTrapDamagefloat fTrapPushBackfloat fTrapMinVelocityshort bTrapContinuous Begin onLoad set mySelf to getSelf set myParent to getParentRef set fTrapDamage to 0 set fTrapPushBack to 500 set fTrapMinVelocity to 20 set bTrapContinuous to 0 End Begin onActivate if isActionRef player == 0 && isActionRef mySelf == 0 && activated == 0 playgroup unequip 0 myParent.activate mySelf 1 set activated to 1 set timer to 7 set fTrapDamage to 20 endif End Begin gameMode if activated == 1 && timer <= 0 set activated to 2 set fTrapDamage to 0 endif if timer >= 0 set timer to timer - getSecondsPassed endif End Begin onReset reset3DState set busy to 0 End The above script also works, but there is no (visible) dust animation while the statue of Mehrunes Dagon crumbles to the ground. -> :confused: Link to comment Share on other sites More sharing options...
XJDHDR Posted February 18, 2010 Share Posted February 18, 2010 The dust is a seperate CS object that has to be placed over the statue (it is those orange boxes all over the statue in Lake Arrius caverns). I don't know why Bethesda didn't just make this easier for everyone by adding the dust as part of the statue's animation, but anyway. I presume that most of the script on the statue and dust cloud is to handle the animating that happens when the player picks up the Mysterium Xerxes. If you really want the dust, I can try looking at the statue setup again and see if I can work out how it works exactly. Link to comment Share on other sites More sharing options...
dutch666 Posted February 18, 2010 Author Share Posted February 18, 2010 If you really want the dust, I can try looking at the statue setup again and see if I can work out how it works exactly. Yes plz do, it will make the crumbling of the statue look much better :thumbsup: I will credit you big time in the README of Oblivion 4ever v1.7. dutch666 Link to comment Share on other sites More sharing options...
dutch666 Posted February 18, 2010 Author Share Posted February 18, 2010 Update: All of the High Priests, Crumbling Statues and Scripts have succesfully been added to the shrines of Oblivion 4ever :smile: Link to comment Share on other sites More sharing options...
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