bencebence Posted August 3, 2011 Author Share Posted August 3, 2011 (edited) Thank you very much, I didn't check it yet, but I beleive it'll work :PKudos for you.Also one more question. I made a short script (which has another script connected.) But I cannot compile it. It don't show any problem, but it won't compile it.Here it is:scn relieveyourself ref trousers Begin GameMode if IsKeyPressed3 37 set trousers to player.GetEquippedObject 3 player.unequipitem trousers HoldKey 29 MessageBox "You've relied yourself, but got a little bit more dirty." if aaaBladder.bladder >= 0 set aaaBladder.bladder to 0 set aaaCleanliness.dirtyX to aaaCleanliness.dirtyX + 1 elseif set aaaCleanliness.dirtyX to aaaCleanliness.dirtyX + 1 endif releaseKey 29 endif end Edited August 3, 2011 by bencebence Link to comment Share on other sites More sharing options...
fg109 Posted August 3, 2011 Share Posted August 3, 2011 There is no condition on your elseif. Otherwise, I don't know what could be the problem. If it doesn't show an error, what's stopping you from compiling it? :wacko: Link to comment Share on other sites More sharing options...
bencebence Posted August 3, 2011 Author Share Posted August 3, 2011 (edited) It just does nothing when I compile it. I click on save & compile, and it stills remain unsaved... :wallbash: EDIT: I changed the elseif into else, and now it works fine. Thanks :P Edited August 3, 2011 by bencebence Link to comment Share on other sites More sharing options...
bencebence Posted August 3, 2011 Author Share Posted August 3, 2011 Some more questions:Can I make that, if I set a script on a furniture (a chair), I can still sit on it? It seems that now it works only as an activator, and I can't sit on it.The StreamMusic command doesn't seems to be working. If I make a script whit Better Music System, others who download the mod will need it too? And if they'll, is there any other ways to play music?These are all for now.Thanks in advance,bencebence Link to comment Share on other sites More sharing options...
bencebence Posted August 3, 2011 Author Share Posted August 3, 2011 I've downloaded Enchanted Music and Control. I made a little script with it, but it doesn't seems to be working.Here is the script:scn AtmospehricMusic Begin GameMode if player.getincell aaaLillyhallCastleMainHall emcCreatePlaylist "MainHall" "Data\Music\DoBLillyhall\Throneroom.mp3" emcChangePlaylist 5 MainHall endif if player.getincell aaaLillyhallCastleDiningHall emcCreatePlaylist "Dinerroom" "Data\Music\DoBLillyhall\Dinnerroom.mp3" emcChangePlaylist 3 Dineroom endif if player.getincell aaaLillyhallCastlePrivateQuarters emcCreatePlaylist "Bedroom" "Data\Music\DoBLillyhall\Bedroom.mp3" emcChangePlaylist 3 Bedroom endif if player.getincell aaaLillyhallChurch emcCreatePlaylist "Church" "Data\Music\DoBLillyhall\Church.mp3" emcChangePlaylist 3 Church endif if player.getincell LillyhallCastleCourtyard emcCreatePlaylist "Courtyard" "Data\Music\DoBLillyhall\Courtyard.mp3" emcChangePlaylist 3 Courtyard endif end Also here is what the readme tells about the commands:Current Command List:NOTE: <var> = Required Parameter or Return Value [var] = Optional Parameter (type) = Variable Type "bool" is just an integer of value 0 (false) or 1 (true). NOTE: A multi-path playlist system has been introduced. Here is a brief explaination on how to create multi-path playlists. The commands emcCreatePlaylist and emcRecreatePlaylist accept a special multi-path syntax in their Path parameter. You can list multiple paths by seperating them by a Pipe Character '|' or a Greater-Than Sign '>'. Why two? Because Pipe Characters aren't typable in the console. I suggest the Pipe Character if you are creating scripts in the CS, as it looks less awkward. An example: emcCreatePlaylist "myTest" "Data\Music\myMusic\[A]*.*|Data\Music\myMusic\*.*" Remember, a command can only have 512 characters in it's string type parameters. If you need a whole lot of paths in a playlist, use emcAddPathToPlaylist instead, but keep in mind this command only accepts ONE path. emcAddPathToPlaylist does not have multi-path support. You will need to call it once per path. emcGetDesiredMusicType Gets the music type Oblivion wishes to play. NOTE: This command is unaffected by the Battle Override. Usage: <(int) Extended_MusicType> emcGetDesiredMusicType emcGetSpecialMusicType Gets the special music type Oblivion wishes to play. Usage: <(int) SpecialMusicType> emcGetSpecialMusicType emcCreatePlaylist Creates a new playlist with the specified name and path. Supports the multi-path syntax. When creating playlists, please give them unique names to minimize chances of conflict with other mods. Usage: <(bool) Success> emcCreatePlaylist <(string) Name> <(string) Path> emcPlaylistExists Returns a value indicating if the specified playlist exists. Usage: <(bool) Exists> emcPlaylistExists <(string) Name> emcChangePlaylist Changes the playlist for the specified MusicType. If Extended_MusicType is the currenlty playing type, the music will stop and then play the new music. Extended_MusicType must be between 0 and 4 for this command to have an effect. Use QueuedMode to swap out a playlist with a currently playing track without interupting the track. The track will play to the end or be stopped due to a state change before the playlist is swapped. The queue will be canceled if emcChangePlaylist is called to change the same music type without QueuedMode enabled. Usage: <(bool) Success> emcChangePlaylist <(int) Extended_MusicType> <(string) PlaylistName> [(bool) QueuedMode] emcRestoreDefaultPlaylist Restores the specified playlist to default. -1 restores all to default. Extended_MusicType must be between -1 and 4 for this command to have an effect. The Custom MusicType's playlist can not be reset using this command. Calling this command with no arguments or an Extended_MusicType of -1 will result in the restart of any music currently playing. It should only be used like that when all (or nearly all) MusicTypes had their playlist altered. Usage: emcRestoreDefaultPlaylist [(int) Extended_MusicType] emcIsMusicSwitching Indicates if the player is busy and can't immediately execute music altering commands. This will return true when the player is performing fades and the like. You should wait until the player has finished switching before you issue a command that will change the playing music. Usage: <(bool) Switching> emcIsMusicSwitching emcGetRelativeVolume Gets the volume relative to the game's maximum. Usage: <(float) Volume> emcGetRelativeVolume emcSetRelativeVolume Sets the volume relative to the game's maximum. Volume must be between 0.0 and 1.0 for this command to have an effect. Usage: emcSetRelativeVolume <(float) Volume> emcPrintPlaylist Debug Command, prints the specified playlist to the console. Usage: emcPrintPlaylist <(string) PlaylistName> emcPrintAvailablePlaylists Debug Command, prints all available playlist names to the console. Usage: emcPrintAvailablePlaylists emcPrintPlayingMusicFile Debug Command, prints the full path to the file the music player is currently playing. Usage: emcPrintPlayingMusicFile emcRecreatePlaylist Recreates the specified playlist with a new path. Supports the multi-path syntax. This command is nearly identical to emcCreatePlaylist, except it operates on existing playlists. Usage: <(bool) Success> emcRecreatePlaylist <(string) Name> <(string) Path> emcAddPathToPlaylist Adds a single, new path to an existing playlist. Does NOT support the multi-path syntax. Usage: <(bool) Success> emcAddPathToPlaylist <(string) Name> <(string) Path> emcIsPlaylistActive Returns a value indicating if the specified playlist is currently assigned to a MusicType. Use this to determine if a playlist can be modified by the above two commands. If this command returns true, you won't be able to modify the playlist. Usage: <(bool) Active> emcIsPlaylistActive <(string) Name> emcEnableBattleOverride Attempts to override the Battle music. This command will prevent the Battle MusicType from being used int the MusicPlayer. This effectively disables Battle Music. Returns 1 if the override was successful, or 0 if the override is allready in place. Note: Music that is suitable for the location will still play. Usage: <(bool) Success> emcEnableBattleOverride emcDisableBattleOverride Attempts to remove the Battle Override. This command will restore the Battle MusicType and allow the Battle Music to play once more. Returns 1 if the override was removed, or 0 if the override wasn't in place. Usage: <(bool) Success> emcDisableBattleOverride emcIsBattleOverridden Returns a value indicating if the battle music override is active. Usage: <(bool) Overridden> emcIsBattleOverridden Enumerations:Extended_MusicType 0 = Explore 1 = Public 2 = Dungeon 3 = Custom 4 = Battle 5 = Undefined (Unused) 8 = Special 255 = NotKnown (Value at game's start) SpecialMusicType 0 = Death 1 = Title 2 = Success 255 = NotKnown (Value at game's start) FadeMethod 0 = NoFade 1 = FadeIn 2 = FadeOut 3 = FadeOutThenIn 255 = Undefined (Value after player initialize) Default Playlists:Explore = "obExplore"Public = "obPublic"Dungeon = "obDungeon"Custom = "obExplore"Battle = "obBattle" Link to comment Share on other sites More sharing options...
bencebence Posted August 3, 2011 Author Share Posted August 3, 2011 Nevermind, I've used Sound Commands Obse plugin. It "works fine" it starts to play the music, but it makes the game lagg and also the music is like a stuck old disc, it plays the same part again and again. What can I do about this? Will it work for others? Link to comment Share on other sites More sharing options...
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