senterpat Posted July 17, 2014 Share Posted July 17, 2014 Hello, I'm making resurrecting ghouls for my mod, inspired by mmm. Meaning they limbs can get blown off and they "resurrect" ie place a armless model and disable the original. I would like to be able to transfer the items and scale (as the scales are semi randomized) of the ghoul to the resurrected version. I can do all that , but I don't know how to set up the newly spawned ghoul as the script reference. Any ideas? Link to comment Share on other sites More sharing options...
devinpatterson Posted July 17, 2014 Share Posted July 17, 2014 Maybe I'm not reading it correctly, but essentially you just want to change the implied ref (a script on a critter) to a new reference (the spawned ghoul) right? You could just use a ref var (targetREF) instead of the implied reference (use getSelf to fill it), then when your ready to switch it over to the spawned ghoul use set (set targetREF to mySpawnedGhoulREF). But why not just use a second script on the spawned ghoul instead of changing references. Or am I misunderstanding the question? Link to comment Share on other sites More sharing options...
senterpat Posted July 18, 2014 Author Share Posted July 18, 2014 Well I have about 80 variants of ghouls, clothed, female, texture variants, etc, and when they die they can be respawned with 1 of 4 possibilities, depending on if they have anything dismembered, there is the basic 2 armed ones, then a no left or right version, and a no arm version, so if you killed them by shooting off an arm, they can still get back up. But I want the inventory and size to remain the same. Honestly, I'm not sure if I'm going about the script in the best possible way. SCN SUPERGhoulRaiseDeadScript short pDead ;use to track whether or not to raise short pScale ;use to save size ref sRef ; use to target new ghoul ref itemType int ammountOfItems ref itemType2 int ammountOfItems2 ref itemType3 int ammountOfItems3 begin onDeath if getDead == 0 && pdead == 0 if islimbgone 7 == 0 && islimbgone 10 == 0 && islimbgone 1 == 0 ;check if they have head and legs still set pScale to GetScale set itemType to player.GetInventoryObject 1 ; Copy any items that haven't been looted. set ammountOfItems to GetItemCount itemType set itemType2 to player.GetInventoryObject 2 set ammountOfItems2 to GetItemCount itemType2 set itemType3 to player.GetInventoryObject 3 set ammountOfItems3 to GetItemCount itemType3 if player.getLOS me == 0 ; make sure player doesn't see the ghoul pop in if islimbgone 3 == 0 && islimbgone 5 == 0 ;still has arms placeatme MyGhoul; The new ghoul I want to set as the ref set sRef to GhoulSpawnRef ; this command is just filler right now sRef.additem itemtype amountofitems sRef.additem itemtype2 amountofitems2 sRef.additem itemtype3 amountofitems3 sRef.setScale pScale elseif islimbgone 3== 1 && islimbgone 5 == 0 ; no left arm placeatme MyGhoulNL; The new ghoul I want to set as the ref set sRef to GhoulSpawnRef ; this command is just filler right now sRef.additem itemtype amountofitems sRef.additem itemtype2 amountofitems2 sRef.additem itemtype3 amountofitems3 sRef.setScale pScale elseif islimbgone 3== 0 && islimbgone 5 == 1 ; no right arm placeatme MyGhoulNR ; The new ghoul I want to set as the ref set sRef to GhoulSpawnRef ; this command is just filler right now sRef.additem itemtype amountofitems sRef.additem itemtype2 amountofitems2 sRef.additem itemtype3 amountofitems3 sRef.setScale pScale elseif islimbgone 3== 1 && islimbgone 5 == 1 ; no arms placeatme MyGhoulNA ; The new ghoul I want to set as the ref set sRef to GhoulSpawnRef ; this command is just filler right now sRef.additem itemtype amountofitems sRef.additem itemtype2 amountofitems2 sRef.additem itemtype3 amountofitems3 sRef.setScale pScale endif endif else set pDead to 1 endif endif end Link to comment Share on other sites More sharing options...
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