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help me with scripting please


shifty9889

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well i have a little display case in my WIP mod

and it has little tyranid creatures in it

but i want to put a switch beside it and when you flip the switch i want it to spawn a rad roach or something inside the little display case

and leave the switch disabled till the rad roach is dead (just so i dont have too many rad roaches killing all my tyranid's)

 

but i dont know anything at all about scripting

so if someone could help me that would be amassing and if i release my mod ill be sure to give credit (=

 

if you can help just pm me or reply here thank's a lot

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Hi,

 

Here is one method i use while ago in discontinued mod:

 

- Create new "Activator" using "Clutter\GenElecSwitch01.NIF" as model or similar.

- Place activator in gameworld, give it Reference Editior ID "RoachSpawnSwitchRef". Make it persistant also.

- Place a marker in gameworld nearby, give it Reference Editor ID "RoachSpawnMarkerRef".

- Create new form based off "CrRadroach" and name it "CrRadroachSpawnTEST"

- For CrRadroachSpawnTEST create and attach following script

 

 

scn RadRoachDeathSwitchEnablerScript ;name of script

 

;**********************************

 

 

Begin onDeath

RoachSpawnSwitchRef.enable ;When radroach dies the Activator switch is re-enabled.

removeme ;will remove roach to prevent excess respawn on cell reset?

End

 

;**********************************

 

 

- Then the activator switch need to have following script created & attached:

 

scn RadRoachSpawnSwitchScript ;name of script

 

;**********************************

 

Begin onActivate

 

RoachSpawnMarkerRef.placeatme CrRadroach ;Radroach is spawned at marker when activated.

disable ;the switch is disabled after spawning roach .

 

End

 

;**********************************

 

Here is quick test esp for investigate. I placed test outside megaton moriarty Saloon. http://s000.tinyupload.com/index.php?file_id=21918881931784353541

This method need refine as excess dead radroach will remain.

 

I hope info is helpful.

Edited by bunsaki
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thank's a lot i will test asap but for now i have a bigger problem and the geck wont load my mod anymore its taken me about a week to create and i cba to start again

i keep getting these error messages after adding about 4 guns to the game

"scope geometry has a height map for parallax, but no parallax flag set"

"lens geometry has a height map for parallax, but no parallax flag set"

and now it will no longer load up in the geck :wallbash:

 

but if i do start again (or find a fix for my mod) i will be sure to use this method in my mod and give appropriate credit (=

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I suggest, guess those errors are from a custom model. rename the models with something like 11 in frount of their names, that should stop the crashing of the geck
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