ZippyDSMlee Posted May 13, 2016 Share Posted May 13, 2016 So in NV I could easily put a palceatme whatever call with little else in a script and it would call up the explosion right where it should be. But I can not find any sane way to do it in Skyrim. So if I need a few explosions by script to go off at the end point of a projectile what spawn of Cthulhu process do I need to use? I need to a few random enchantments to go off by themselves(from different magic effects) at the explosion location not at the cross hair or target or none of that BS. So as far as I can see the only wat to do it is spawn an activator and have the palceatme explosion target the activator,dose that sound about right? Link to comment Share on other sites More sharing options...
Aragorn58 Posted May 14, 2016 Share Posted May 14, 2016 On 5/13/2016 at 2:38 PM, ZippyDSMlee said: So in NV I could easily put a palceatme whatever call with little else in a script and it would call up the explosion right where it should be. But I can not find any sane way to do it in Skyrim. So if I need a few explosions by script to go off at the end point of a projectile what spawn of Cthulhu process do I need to use? I need to a few random enchantments to go off by themselves(from different magic effects) at the explosion location not at the cross hair or target or none of that BS. So as far as I can see the only wat to do it is spawn an activator and have the palceatme explosion target the activator,dose that sound about right?Not sure if this will help, because I'm trying to figure it out myself but take a look at the CWCatapult scripts. I've been trying to get them to work on and off now for a couple weeks, but I still haven't sorted it out. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 14, 2016 Share Posted May 14, 2016 Take a look at my Mage's Night Out mod. The two spells in there while not exactly what you want, do do what you want. i.e. cause an explosion and place stuff at the explosion point. Feel free to rip it apart as much as you need. Link to comment Share on other sites More sharing options...
ZippyDSMlee Posted May 14, 2016 Author Share Posted May 14, 2016 On 5/14/2016 at 1:01 PM, Aragorn58 said: On 5/13/2016 at 2:38 PM, ZippyDSMlee said: So in NV I could easily put a palceatme whatever call with little else in a script and it would call up the explosion right where it should be. But I can not find any sane way to do it in Skyrim. So if I need a few explosions by script to go off at the end point of a projectile what spawn of Cthulhu process do I need to use? I need to a few random enchantments to go off by themselves(from different magic effects) at the explosion location not at the cross hair or target or none of that BS. So as far as I can see the only wat to do it is spawn an activator and have the palceatme explosion target the activator,dose that sound about right?Not sure if this will help, because I'm trying to figure it out myself but take a look at the CWCatapult scripts. I've been trying to get them to work on and off now for a couple weeks, but I still haven't sorted it out. Looks right . But I can't figure out what starts up the script. Can you stick it all in onload ?What dose CallCatapultStrike link to? I'm not seeing it. hidden native maybe? On 5/14/2016 at 2:45 PM, IsharaMeradin said: Take a look at my Mage's Night Out mod. The two spells in there while not exactly what you want, do do what you want. i.e. cause an explosion and place stuff at the explosion point. Feel free to rip it apart as much as you need.Well fire thing on location is what I want. *glares at the CK* why dose it not just save the damn script to the ESP I swear its nonsensical . Least I can confirm I need to place an activator. Still do not know the correct method of starting a script, I think its onload of the activator but the 3d kinda throws me dose that mean no nif no work? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 14, 2016 Share Posted May 14, 2016 Scripts don't get saved to the ESP. They are separate and independent. Unless you assign a script to an object, the ESP could care less about any of the scripts in your game. The flip side is true also. Scripts could care less about ESP's and their content unless you assign various objects to the properties written into the script. You can have an object with no 3D data able to run a script. Many authors, and Bethesda, use invisible xMarkers to hold scripts for processing. It depends on what you want the script to do, as well as what object you attach it to, in order to determine what event(s) you will use to trigger the functions you want to run. In this instance if you are using an invisible xMarker, you can probably get away with OnInit() since a new instance will be created with each explosion. Just be sure to clean up (delete) the xMarkers when no longer used. Clean up has to be done when the cell is still loaded or on the next load. Otherwise, you can end up with a lot of invisible xMarkers hogging up resources in the course of a long game. Link to comment Share on other sites More sharing options...
ZippyDSMlee Posted May 15, 2016 Author Share Posted May 15, 2016 On 5/14/2016 at 11:30 PM, IsharaMeradin said: Scripts don't get saved to the ESP. They are separate and independent. Unless you assign a script to an object, the ESP could care less about any of the scripts in your game. The flip side is true also. Scripts could care less about ESP's and their content unless you assign various objects to the properties written into the script. You can have an object with no 3D data able to run a script. Many authors, and Bethesda, use invisible xMarkers to hold scripts for processing. It depends on what you want the script to do, as well as what object you attach it to, in order to determine what event(s) you will use to trigger the functions you want to run. In this instance if you are using an invisible xMarker, you can probably get away with OnInit() since a new instance will be created with each explosion. Just be sure to clean up (delete) the xMarkers when no longer used. Clean up has to be done when the cell is still loaded or on the next load. Otherwise, you can end up with a lot of invisible xMarkers hogging up resources in the course of a long game. Well my point with the scripts is with FO3/NV the scripts are there to learn from because the new system does not allow edit source and half the time trying to change properties in them is broken. I am surprised Xedit does not read the cooked script info better. bah I am going cross eyeed trying this, what am I missing, probably doing references wrong ><Scriptname zippyplaceatmereanimate1 extends ActiveMagicEffect ;= the name of the script and what parent class it extends=======/ import utility ;= used for a utility function=======/ import Debug;= not sure if I need this=======/ ;======================================================================================; ; PROPERTIES / ;=============/ explosion property explosionzippyrandyreanimate1 auto explosion property explosionzippyrandyreanimate2 auto explosion property explosionzippyrandyreanimate3 auto explosion property explosionzippyrandyreanimate4 auto objectReference property iamadumbactivatorzippy1 auto ;= skyrim property ,allows change of explosion in CK GUI=======/ ;======================================================================================; ; VARIABLES / ;=============/ ;======================================================================================; ; EVENTS / ;=============/ Event OnInit() ;= event call parameters =======/ int myRan1 = Utility.RandomInt (1, 100) ;= sets up the range of the random utility=======/ int myRan2 = Utility.RandomInt (1, 100) int myRan3 = Utility.RandomInt (1, 100) int myRan4 = Utility.RandomInt (1, 100) If myRan1 <= 50.0 ;= this means chance to work=======/ iamadumbactivatorzippy1.placeatme(explosionzippyrandyreanimate1) ;= this calls to the explosion itself ,allows change of explosion in CK GUI=======/ elseif wait(RandomFloat(0,0.2)) iamadumbactivatorzippy1.Disable iamadumbactivatorzippy1.MarkForDelete ;= ranges for waiting for a random period of time, not used right now but it complies =======/ elseif myRan2 <= 60.0 ;= else makes it so if the above fails this will fire off % of the time =======/ iamadumbactivatorzippy1.placeatme(explosionzippyrandyreanimate2) elseif wait(RandomFloat(0,0.2)) iamadumbactivatorzippy1.Disable iamadumbactivatorzippy1.MarkForDelete elseif myRan3 <= 70.0 iamadumbactivatorzippy1.placeatme(explosionzippyrandyreanimate3) elseif wait(RandomFloat(0,0.2)) iamadumbactivatorzippy1.Disable iamadumbactivatorzippy1.MarkForDelete elseif myRan4 <= 100.0 imadumbactivatorzippy1.placeatme(explosionzippyrandyreanimate4) elseif wait(RandomFloat(0,0.2)) imadumbactivatorzippy.Disable imadumbactivatorzippy.MarkForDelete Endif ;= ends the if call statement thingy=======/ endEVENT Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 15, 2016 Share Posted May 15, 2016 Maybe this will help. I remember reading it when I worked on the mod I mentioned earlier.https://5e98cad1bd228e3a527da7db1ad30d124ceeff4a.googledrive.com/host/0B7-pveHe7XUucy1iS1dGYUVvd1E/pdf/location_based_spells.pdf Link to comment Share on other sites More sharing options...
ZippyDSMlee Posted May 15, 2016 Author Share Posted May 15, 2016 On 5/15/2016 at 11:55 AM, IsharaMeradin said: Maybe this will help. I remember reading it when I worked on the mod I mentioned earlier.https://5e98cad1bd228e3a527da7db1ad30d124ceeff4a.googledrive.com/host/0B7-pveHe7XUucy1iS1dGYUVvd1E/pdf/location_based_spells.pdfAnd without the script I am flying blind. I mean I kinda get what things I need outside from that but the script make its clear what to work on, I can not find that tut anywhere else any idea how to find the script its talking about?. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 15, 2016 Share Posted May 15, 2016 On 5/15/2016 at 4:41 PM, ZippyDSMlee said: On 5/15/2016 at 11:55 AM, IsharaMeradin said: Maybe this will help. I remember reading it when I worked on the mod I mentioned earlier.https://5e98cad1bd228e3a527da7db1ad30d124ceeff4a.googledrive.com/host/0B7-pveHe7XUucy1iS1dGYUVvd1E/pdf/location_based_spells.pdfAnd without the script I am flying blind. I mean I kinda get what things I need outside from that but the script make its clear what to work on, I can not find that tut anywhere else any idea how to find the script its talking about?. There is an image (step 1) in that PDF which shows the script that they are talking about. Link to comment Share on other sites More sharing options...
ZippyDSMlee Posted May 15, 2016 Author Share Posted May 15, 2016 On 5/15/2016 at 6:24 PM, IsharaMeradin said: On 5/15/2016 at 4:41 PM, ZippyDSMlee said: On 5/15/2016 at 11:55 AM, IsharaMeradin said: Maybe this will help. I remember reading it when I worked on the mod I mentioned earlier.https://5e98cad1bd228e3a527da7db1ad30d124ceeff4a.googledrive.com/host/0B7-pveHe7XUucy1iS1dGYUVvd1E/pdf/location_based_spells.pdfAnd without the script I am flying blind. I mean I kinda get what things I need outside from that but the script make its clear what to work on, I can not find that tut anywhere else any idea how to find the script its talking about?. There is an image (step 1) in that PDF which shows the script that they are talking about. Was not 100% sure so I thought I would say something before spending a day at it. I will get on it tonight. I would need self.markfordelete() after self.delete to ensure save protection? Oh and before I forget again, thank you for the help! I am slowly getting what function,ect calls call to what but on something I can not find everything in the example scripts. I am getting better at least but sheesh I always have to learn via alot of failure >< Link to comment Share on other sites More sharing options...
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