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Is it possible to make "Statics "patrol"?


Medabev

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Heyo! Hope all is doing well.

 

I've quite busy lately with modding, and as some modders may know while in the midst of working or near completing something another idea pops up which completely takes over your mind and prolongs your projects.

 

Basically I was looking to see how to make an Static move, (like distant ships in the background). This mod has something I'm interested in http://www.nexusmods.com/skyrim/mods/41279/? (minus the part with entering them , I would like them to be non-interactive.) I know its difficult to move objects with the engine (well in my experience) and I haven't had too much luck finding a step by step guide on this.

I have a rough idea on what I'm trying to accomplish.

ScriptName MoveObjExample extends ObjectReference  
 
Actor Property ObjectReference Auto
ObjectReference Property waypoint1  Auto  
ObjectReference Property waypoint2  Auto  
ObjectReference Property waypoint3  Auto  
ObjectReference Property waypoint4  Auto  



Rough idea^

http://www.creationkit.com/index.php?title=Complete_Example_Scripts#Move_an_Object_to_a_Specific_Location_Without_Fade

This is based off the Wiki page of the Creation kit of moving an object without fade, I already have the mesh done and I can easily make it an activator but I'm at a loss at what to do next or if even such a thing is possible.

ScriptName MoveObjExample extends ObjectReference  

Actor Property PlayerREF Auto
ObjectReference Property kDest Auto

Event OnTriggerEnter(ObjectReference akActionRef)
	If akActionRef == PlayerREF
		akActionRef.TranslateToRef(kDest, 500.0) ; 500 is the speed value, it's pretty fast
	EndIf
EndEvent

Thanks for reading this and I apologize for the confusion, I had written this before and the post seemed like it went through.

Edited by Juebev
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I'm not sure I understand the question. Are you just looking to make some loose item into a static? Or something to do with NPCs patrolling certain areas?

 

Yeah I'm sorry about that, I have no idea what happened. I written out this long explanation and logged off after it posted and I come back and the majority of the post is gone.

But long story short, I'm trying to make some hot air balloons float around, I'm thinking this was possible with the usage of xmarkerheadings but I'm not sure how to go about it. Was just wondering if it was possible before I get too invested into the idea.

 

I'm really embarrassed about the post disappearing like that.

Edited by Juebev
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Ah, I see. My apologies. I thought you meant like guards patrolling. I was going to mention a darkfox127 tutorial about AI packages, but I'm afraid where scripting is concerned, I'm helpless.

Ah it's not a big deal.

 

yeah scripting is a handful. The idea just popped up in my head but it's something I can live without. Looks like alot of heavy-handed coding to be honest.

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Why does it have to be a static? If it doesn't have to have (reliable) collision you can just make it an actor with an air balloon model and have it move around however you please as if it were a dragon (but floating instead of flying). Heck, you could start with a dragon, modify the model and texture and movement patterns and visually, there should be no difference.

 

If you're dedicated to moving non-actor objects, what you should be looking at is the ObjectReference script definitions on the CK wiki script reference. These are the functions that basically apply to everything you actually see in-game. Specifically the functions you want to look at are SetPosition() for absolute control of speed, acceleration, etc. (basically you repeatedly change positions in small increments to simulate movement though this particular function may or may not cause a "fading" effect) or for more ease TranslateTo() which lets you set a target position, speed, target rotation, and rotation speed. StopTranslation() is probably also useful in case you need to cut movement short.

 

Regardless, all that movement would be better handled in-engine (using an actor) rather than in scripts. I suppose it depends on the type of work you want to do, as the scripting will (obviously) require more programming knowledge, but changing the models of dragons for instance will require knowledge of modelling and a bit of AI pathing in the CK.

Edited by dalsio
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Actually, you could turn the fire breathing into the flame coming out of the top of the basket like real hot air balloons (I don't know what it's called, I'm not a hot air balloon person).

Edited by dalsio
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