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Need a Script


Chosenman

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There are many different types of scripts. I think you'll get help sooner if you post the problem right away. :)

 

Gah! Found my old account... and lost the pass to the other one I had "hsandman_1" :wacko:

 

 

Yep, just give detailed description of what you are after, if its simple enough, even I might help :D

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Can some one make a script for me?

 

If you can please let me know and I will give you the details.

 

as it turns out, I do not understand the directions to well on the scripting bit.

 

Thank you.

Just explain what you want to do, what you're planning on attaching this script to, and what purpose the script serves in the greater scope of the project. People aren't going to message you to find out this infornation, the script might not even be possible. Until you share the details, it cannot be known.

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Can some one make a script for me?

 

If you can please let me know and I will give you the details.

 

as it turns out, I do not understand the directions to well on the scripting bit.

 

Thank you.

Just explain what you want to do, what you're planning on attaching this script to, and what purpose the script serves in the greater scope of the project. People aren't going to message you to find out this infornation, the script might not even be possible. Until you share the details, it cannot be known.

 

 

Its a basic command script. It will be attached to Soldiers you can recruit. The project is an Order of Knights that is totally customizable, and the Knights and lower ranking soldiers can be commanded once you get to a certain rank or Order Grand Master.

 

Basic script is for a follow, stay, guard, stand at attention, recruit, and if possible, have the same type of idea as the Imperial Watch and Town guards, attack bandits, criminals and enemies on site.

 

The Script itself will be attached to either "good" Order Knights and Soldiers, or "Evil" Order Knights and Soldiers, With little or no change in dialog.

 

There are more details, but I do not really want to give them all away for anyone to see. I want this to be a surprise.

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Its a basic command script. It will be attached to Soldiers you can recruit. The project is an Order of Knights that is totally customizable, and the Knights and lower ranking soldiers can be commanded once you get to a certain rank or Order Grand Master.

 

Basic script is for a follow, stay, guard, stand at attention, recruit, and if possible, have the same type of idea as the Imperial Watch and Town guards, attack bandits, criminals and enemies on site.

 

The Script itself will be attached to either "good" Order Knights and Soldiers, or "Evil" Order Knights and Soldiers, With little or no change in dialog.

 

There are more details, but I do not really want to give them all away for anyone to see. I want this to be a surprise.

 

What you are after is not a basic script, you are after a quest , with dialogue,ai packages, and indeed then maybe a script, but not a "basic command script" .

 

You havent got futher than the idea of this right?

 

Don't ask for a script when you have no idea what you are talking about, if you are unwilling to submit your idea to mod request page because it is a secret, then at least read basic tutorials and start on your mod, before asking for help with scripts.

 

Read This tutorial to get you started. ;)

 

Edit: I was editing the post.. first one sounde bit hash... and without any real help :D Oblivion is different, you should learn a bit of how the new CS works before asking for help with it.

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Can some one make a script for me?

 

If you can please let me know and I will give you the details.

 

as it turns out, I do not understand the directions to well on the scripting bit.

 

Thank you.

Just explain what you want to do, what you're planning on attaching this script to, and what purpose the script serves in the greater scope of the project. People aren't going to message you to find out this infornation, the script might not even be possible. Until you share the details, it cannot be known.

 

 

Its a basic command script. It will be attached to Soldiers you can recruit. The project is an Order of Knights that is totally customizable, and the Knights and lower ranking soldiers can be commanded once you get to a certain rank or Order Grand Master.

 

Basic script is for a follow, stay, guard, stand at attention, recruit, and if possible, have the same type of idea as the Imperial Watch and Town guards, attack bandits, criminals and enemies on site.

 

The Script itself will be attached to either "good" Order Knights and Soldiers, or "Evil" Order Knights and Soldiers, With little or no change in dialog.

 

There are more details, but I do not really want to give them all away for anyone to see. I want this to be a surprise.

 

 

You did say it's a simple script... What you are after there is a quest , with dialogue,ai packages, and indeed then maybe a script not a "basic command script" , but you havent got futher than the idea of this right? Suprise indeed ;)

 

No, I have NPCs created, a story line, and possibly a set of armor.

 

What I mean by Simple, is that this sort of thing has been created for Morrowind, and it was simple, so I thought. The Quest itself is the story.

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No, I have NPCs created, a story line, and possibly a set of armor.

 

What I mean by Simple, is that this sort of thing has been created for Morrowind, and it was simple, so I thought. The Quest itself is the story.

I believe the stuff for morrowind was simple because the framework was added officially and integrated into the game by bethsoft within the first expansion. It also had a less complicated AI. Oblivion is very different, it isn't part of the game so much as using an AI trick to have an NPC follow you, or stay put when you tell them to. While these tricks can be done through scripting of a sort, to do it like you want requires either several scripts attached to spells (toaster says share mod) which works on a greater range on things, but doesn't look too well. Really, since the NPCs you are using are specific, you want to use dialogues to adjust the AI states. In which case, you're going to have to do all the complicated work. I would start off looking at how AI packages work, naturally, some of the things you want (recruit) just aren't possible without screwing up everything else. Then I would look at how to setup dialogues to control the AI packages. Use one faction to point the dialogue to the NPC, use another faction (with multiple, blank ranks) to control the AI states (feel free to check out my shephardsring, or fightersguild mods to get an idea how to do this).

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No, I have NPCs created, a story line, and possibly a set of armor.

 

What I mean by Simple, is that this sort of thing has been created for Morrowind, and it was simple, so I thought. The Quest itself is the story.

I believe the stuff for morrowind was simple because the framework was added officially and integrated into the game by bethsoft within the first expansion. It also had a less complicated AI. Oblivion is very different, it isn't part of the game so much as using an AI trick to have an NPC follow you, or stay put when you tell them to. While these tricks can be done through scripting of a sort, to do it like you want requires either several scripts attached to spells (toaster says share mod) which works on a greater range on things, but doesn't look too well. Really, since the NPCs you are using are specific, you want to use dialogues to adjust the AI states. In which case, you're going to have to do all the complicated work. I would start off looking at how AI packages work, naturally, some of the things you want (recruit) just aren't possible without screwing up everything else. Then I would look at how to setup dialogues to control the AI packages. Use one faction to point the dialogue to the NPC, use another faction (with multiple, blank ranks) to control the AI states (feel free to check out my shephardsring, or fightersguild mods to get an idea how to do this).

 

already started to look at the fighters guild one. Thanks!

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