davidlallen Posted March 7, 2011 Author Share Posted March 7, 2011 In this case it may be better to use an object script on the spawned item so they can each have their own timer and variables.A quest script can be triggered with "startquest". If I have an object which can be created by placeatme, or by several other means, how do I trigger the object script to start only when created by placeatme? Since the quest script moves the object to one specific location, I don't want any instance of this object to be moved there. You are getting the specific reference of the item when you run: set rItem to placeatme rPart 1 rItem is not a baseID, because base forms are never loaded in the game world. Just references to base forms.rItem.Hasloaded3D refers only to that instance of the base object.OK, that makes sense. To me, "load" is something you do once, for example loading off disk, and then subsequent instances would not need to be "loaded". But I can memorize this particular usage of "load". Link to comment Share on other sites More sharing options...
b3w4r3 Posted March 7, 2011 Share Posted March 7, 2011 (edited) The suggestion on using the disabled object is what I would use. If it can spawn multiple times just make it a unique object and place this script on it. Might be best to remove any havock from it to, to make sure the player doesn't bump it, or z-grab it. Begin OnActivate disable player.additem YourItem 1 End Edited March 7, 2011 by b3w4r3 Link to comment Share on other sites More sharing options...
davidlallen Posted March 7, 2011 Author Share Posted March 7, 2011 The player may possibly need to create more than one instance of the item this way. So I do not think it can be a unique object. Link to comment Share on other sites More sharing options...
b3w4r3 Posted March 7, 2011 Share Posted March 7, 2011 Maybe you misunderstood. This object goes in the tray where you pick it up from. Call enable on it, then when the player activates it, it disables, and adds your item to the player. Need to repeat just call enable on it again (it's still in the tray just disabled). It's just used for a visual representation of the object the player will get. Unless I misunderstood what you are doing, in that case I'm sorry. Link to comment Share on other sites More sharing options...
davidlallen Posted March 7, 2011 Author Share Posted March 7, 2011 So, there are two items, and one of them is technically a motionless item which appears and disappears in the tray? Interesting. I have gotten it to work using the technique earlier in the thread, but if I need another such item, I will try this way. Link to comment Share on other sites More sharing options...
b3w4r3 Posted March 8, 2011 Share Posted March 8, 2011 So, there are two items, and one of them is technically a motionless item which appears and disappears in the tray? Interesting. I have gotten it to work using the technique earlier in the thread, but if I need another such item, I will try this way. Yep, exactly. I used this in an Oblivion mod where I wanted to put a Welkynd stone in one of those Wlekynd stone holders when the player clicked on it. Trying to balance it using setpos was a nightmare, as it would generally go flying across the room. Anyway glad you got it working to your satisfaction, take care. Link to comment Share on other sites More sharing options...
rickerhk Posted March 8, 2011 Share Posted March 8, 2011 A quest script can be triggered with "startquest". If I have an object which can be created by placeatme, or by several other means, how do I trigger the object script to start only when created by placeatme? Since the quest script moves the object to one specific location, I don't want any instance of this object to be moved there. The script is on the base object in the Geck. When you spawn the object with PlaceAtMe, it's own instance of the script spawns with it and runs just like any other object when loaded in the current cell. With b3w4r3's idea you only need a script on the object in the tray and a result script on the terminal to enable it. Link to comment Share on other sites More sharing options...
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