Caerulean Posted August 16, 2016 Share Posted August 16, 2016 Hello. I need a script that makes a certain object play its animation after a certain NPC actor becomes disabled. But I've almost no idea about scripting so I just copy-pasted some stuff from other scripts and this is what I got:Scriptname DA09MeridiaBeaconScript extends ObjectReference ObjectReference Property DA09MeridiaStatueFXRef Auto Event OnCellLoad() If Nylhac.IsDisabled() DA09MeridiaStatueFXRef.PlayAnimation("playanim02") EndIfEndEvent Actor Property Nylhac Auto Properties:*DA09MeridiaStatueFXRef - This is the animation part which puts Meridia's Beacon on the pedestal, moves it to the statue's hands, and moves it back on the pedestal.*Nylhac - This is a NPC I created which becomes disabled after the player defeats her. ^ Both properties are already added to the script. Not really sure which to extend and what event to use, or if this is even possible or correct at all. :3 (I didn't really need to do this but for some reason, the beacon disappeared from the pedestal and I didn't notice it until much later, so I don't have a save close enough to when it possibly happened without losing much game progress. And it doesn't seem possible to fix without scripting. D: Anyway, 'playanim02' is not the last part where the beacon is moved back down to the pedestal but I chose that part because it's cool. xD) Thank you. :) Link to comment Share on other sites More sharing options...
redrakiton125 Posted August 19, 2016 Share Posted August 19, 2016 Learn to script yourself http://www.creationkit.com/index.php?title=Category:Tutorials Link to comment Share on other sites More sharing options...
Caerulean Posted August 19, 2016 Author Share Posted August 19, 2016 (edited) I'm sorry but... I took offense... That's a really tired answer to an 'operational' question... Thank you, but I don't suppose one can simply expect anyone to have the luxury of free time to learn all or almost all about scripting just for one need. Scripting isn't exactly everyone's cup of tea, like Math; nor is the Creation Kit even, but no one really answers questions like 'How do I make a follower?' with 'Go learn how to use the Creation Kit', do they? I just wanted to see if there's anyone willing to give some quick help; I've no intention of forcing anyone into replying to nor bumping this thread up. (Also, I probably could have simply not mentioned that I can't really script or just asked in the Troubleshooting section for help with the missing beacon, without mentioning that it was probably my modding fault why it happened.) But, well, thank you for the bump. Considering you actually mailed me before for possible collaboration, I hoped you'd be a less, eh, nonchalant(?) person. Oh well. Good luck in your endeavors! I'll update this thread if ever my makeshift-scripting works. :3 Edited August 19, 2016 by Caerulean Link to comment Share on other sites More sharing options...
redrakiton125 Posted August 19, 2016 Share Posted August 19, 2016 (edited) I'm sorry but... I took offense... That's a really tired answer to an 'operational' question... Thank you, but I don't suppose one can simply expect anyone to have the luxury of free time to learn all or almost all about scripting just for one need. Scripting isn't exactly everyone's cup of tea, like Math; nor is the Creation Kit even, but no one really answers questions like 'How do I make a follower?' with 'Go learn how to use the Creation Kit', do they? I just wanted to see if there's anyone willing to give some quick help; I've no intention of forcing anyone into replying to nor bumping this thread up. (Also, I probably could have simply not mentioned that I can't really script or just asked in the Troubleshooting section for help with the missing beacon, without mentioning that it was probably my modding fault why it happened.) But, well, thank you for the bump. Considering you actually mailed me before for possible collaboration, I hoped you'd be a less, eh, nonchalant(?) person. Oh well. Good luck in your endeavors! I'll update this thread if ever my makeshift-scripting works. :3Should I bother with someone that understands so little in life? Also I am very glad that you refussed to join our modding team, it would have been a terrible mistake. So thank you for that. Edited August 19, 2016 by redrakiton125 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 19, 2016 Share Posted August 19, 2016 I'm not sure if this will help. But it may. You are using the base actor record and checking that to see if they are disabled. I would think that you should be checking for the specific in-game reference rather than the base form. Try changing Actor Property Nylhac Auto to ObjectReference Property Nylhac Auto and point it to the placed reference that you are using. See if that doesn't help any. You can also add a temporary Debug.Notification or Debug.Trace statement to see if the script is passing that checkpoint or not. Link to comment Share on other sites More sharing options...
lofgren Posted August 19, 2016 Share Posted August 19, 2016 "Actor" is the specific actor reference. Actorbase is the base actor form. Link to comment Share on other sites More sharing options...
Caerulean Posted August 24, 2016 Author Share Posted August 24, 2016 To redrakiton125. Shush you. The condescending is real. lol It's either you are trolling or simply insensitive. I didn't even reply to your PM. *ehem* Moving on~ I got it to work! Scriptname DA09MeridiaBeaconScript extends ObjectReference ObjectReference Property DA09MeridiaStatueFXRef Auto Event OnCellLoad() If Nylhac.IsDisabled() DA09MeridiaStatueFXRef.PlayAnimation("playanim01") EndIfEndEvent Actor Property Nylhac Auto I changed 'playanim02' to 'playanim01' which is apparently the animation I wanted and loaded a save a bit further from the location (though I did try running to Dragon Bridge and back, in the save I used for testing).I think 'playanim02' could have worked but didn't work on its own as I suspect that, possibly, it needed the 'playanim01' to play first.Also, 'Actor Property' works like lofgren said and did not need to be changed to 'ObjectReference Property'. Thanks! :) Link to comment Share on other sites More sharing options...
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