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Hiding and showing Objects - Help!


mounty1512

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Hi,

I am currently creating a town mod which requires me to transform buildings as well as build buildings and other objects upon the completion of quests.

I'm not exactly sure how to explain it but if we take the blowing up of megaton for example, we start with the huge walls being visible and then after we complete the quest it is replaced with rubble. When I looked at megaton in the geck I noticed that both objects are present, and therefore realised it must be a case of hiding and unhiding objects which doesn't sound too hard once you know what to do.

How would I script the mod to initially hide an object and then show it once a quest is completed?

This is a vital part of my mod so any help is greatly appreciated.

 

Thanks for all your help

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Anything you want to start out hidden should have its 'initally disabled' box ticked. To use it in a script you have to make it persistent as well, and give it a ref name. So if you have 'oldwall' that you want to go away, and 'newwall' that you want to appear, call them oldwallref and newwallref respectively, and click initially disabled on newwallref.

Then to show and hide, the commands you are looked for are 'enable' and 'disable'.

 

So

 

scn yourquestscript

Begin GameMode

if yourqueststage == 10 (for example)
    oldwallref.disable
    newwallref.enable
endif

End

 

Hopefully that gets you started.

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  • 2 years later...

scn NVShopSetup

short doonce
short button

begin onactivate 

if (doonce ==0)
showmessage QuestionSetupShop
set doonce to 1
endif

end

begin menumode 1001

set button to getbuttonpressed
if (button ==0)
Safe1.enable
endif 

if (button ==1)
set doonce to 0
endif

end

When i try to run this it fails. What am i doing wrong? I parent linked about 5-6 items to the safe and when i go to my vault and activate a Console it makes no noise and does nothing. Can any1 help?

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