kingtitan Posted October 12, 2011 Share Posted October 12, 2011 I am working on a mod in which I have a "teleport to marker system." Basically, the player activates a push block to set the marker, and then can cast a certain spell to transport a NPC to the marker. The actually functionality of the marker and spell system works fine, but the animation is not scripted into the push block upon activation! I honestly have no idea how to do it as I am no scripter (a friend of mine wrote these two scripts for me as is). I gave it a shot myself using the "ARSwitch01" vanilla script but it keeps saying 'busy' is an unknown variable. If someone could take a look at it for me I would be very grateful! Link to comment Share on other sites More sharing options...
fore Posted October 12, 2011 Share Posted October 12, 2011 It can't be unknown, if you hve kept the "short busy" declaration in line 3. :) Link to comment Share on other sites More sharing options...
kingtitan Posted October 12, 2011 Author Share Posted October 12, 2011 First off, Fore, I'm honored; I use both NoMaam animation mods of yours. Only animations that are even close to reality and that don't make male's walk very girly, to say the least. That aside, is there anyway you would be willing to take a look at the script in the .esp? I already even have it uploaded! And I literally have no scripting experience (unfortunately) but I'm sure someone like you would be able to fix it rather quickly and effortlessly!! Link to comment Share on other sites More sharing options...
fore Posted October 12, 2011 Share Posted October 12, 2011 I'm glad you like NoMaaM. And I'm happy about every endorsement, IF I can get it. ;) When I needed a switch or a door, I have more or less copied vanilla stuff. But I sure can have a look. What's the mod/upload and the name of the script? Link to comment Share on other sites More sharing options...
kingtitan Posted October 12, 2011 Author Share Posted October 12, 2011 And that's what was confusing me, that's exactly what I was trying! But seeing as you have quite a bit more scripting experience and knowledge than me, I'm sure you will find better success! .Esp is found here.When you load it in the CS, it may say there are some "errors," but those are just because I duplicated a cell that I haven't entirely cleaned of past references, ect. Won't pose any problems as far as the script. The script name is ATPrisonSwitchScript01 (to the best of my knowledge, if that isn't the exact name it is very very close). Let me know if you need any extra information! P.S. I actually just got around to getting the NoMaam breathing idle omod last night, so thanks for the reminder. Gladly endorsed :D Link to comment Share on other sites More sharing options...
fore Posted October 12, 2011 Share Posted October 12, 2011 kingtitan, first of all, are you aware that this mod uses and/or requires a script extender program, which is not OBSE? There are additional tags in the scripts, e.g. ";<CSEBlock>". Most likely it's Construction Set Extender, which can be found here on Nexus, but I'm not sure. Never used it before. As you have figured out yourself, you can fix the script by using most of the "ARSwitch01", but simply have missed the variable declarations at the top of the script. So a complete script would look like scriptname ATPrisonSwitchScript short busy ref target ref mySelf begin onActivate if busy == 0 set ATPrisonGeneral.TeleportMarkerRef to GetParentRef ;;;;; your stuff set target to getParentRef set mySelf to getSelf target.activate mySelf 1 playgroup forward 0 set busy to 1 endif end begin gameMode if isAnimPlaying == 0 && busy == 1 set busy to 0 endif End ;<CSEBlock> ;<CSECaretPos> 123 </CSECaretPos> ;</CSEBlock> Link to comment Share on other sites More sharing options...
kingtitan Posted October 12, 2011 Author Share Posted October 12, 2011 Sadly enough, I only just figured out how to paste text into the script area.... At any rate, thank you for the script, works like a charm! My friend that wrote the original script probably employed the use of that CS plugin, at least that is the only reason that I can think of for that extra bit of script being in there. Only two more questions, 1) If I wanted to add a message such as "Area Prepared for Transport" after pressing the button, how would I go about doing that in the script?2)Can I get rid of those three extra lines of script at the end (since I don't use the plugin) without any ill effects? Link to comment Share on other sites More sharing options...
fore Posted October 12, 2011 Share Posted October 12, 2011 Messagebox "Area Prepared for Transport" or Message "Area Prepared for Transport" The first one makes a box, which you have to click ok, the 2nd version simply displays the text for a few seconds at the edge of your screen. After one of the "set busy to 0/1" statements, depending on when you whant to see it (beginning or end of animation) If you don't use the plugin, you can safely remove the tags. They are simple comment. Have fun :thumbsup: Link to comment Share on other sites More sharing options...
kingtitan Posted October 13, 2011 Author Share Posted October 13, 2011 Awesome, worked like a charm! Thanks for the script and your help fore :D Link to comment Share on other sites More sharing options...
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