mindboggles Posted October 25, 2016 Share Posted October 25, 2016 Been looking at moving Placeable water within dungeons, tried scripting it and then a custom animated nif. Did a check of collision, etc. for the animated nif and both the mesh and collision animate as they should but it just doesn't function as water. Anyone have ideas? Link to comment Share on other sites More sharing options...
Deleted1205226User Posted October 30, 2016 Share Posted October 30, 2016 Not totally sure to get what you are trying to do, but very interested with the premises. Link to comment Share on other sites More sharing options...
mindboggles Posted October 30, 2016 Author Share Posted October 30, 2016 I'm trying to get Placeable water, the water level vary within a dungeon. Link to comment Share on other sites More sharing options...
Mktavish Posted October 31, 2016 Share Posted October 31, 2016 (edited) I'm trying to get Placeable water, the water level vary within a dungeon. So you're saying you want the level of the water to change ? Like you look down into a pit ... then player activates something.And you can watch the level of the water move up as if it was real ... instead of enable/disable different placeable waters ? The reason I mention this ... is a mod I'm going to do with exactly this. But frankly the water moving up/down in couple feet increments is fine for my purposes. Edited October 31, 2016 by Mktavish Link to comment Share on other sites More sharing options...
RoyBatterian Posted October 31, 2016 Share Posted October 31, 2016 You could just script the cell to move up and down but that would be really really taxing. The water height has like an 8 unit minimum change or so, so it would be janky. Link to comment Share on other sites More sharing options...
Mktavish Posted November 21, 2016 Share Posted November 21, 2016 (edited) Well I spent awhile figuring out how to move water up/down. So I thought I would share what I found out and post a template script.The main problem with moving water (placeable) is that its properties won't travel with it. Meaning you can move the visual water surface. But where the player enters it , starts swiming and breath count starts. Will be at the height where it started. So you have to enable a new water height ... then disable the old. But calling disable on water that has its visual and swimming properties separated , will crash the game. So You must return its surface to the original start location before calling disable on it.Here is a script you place on something to activate the water change. And place 2 different waters with one of them initially disabled.Also I'd like to mention , this water does move pretty fast , so I am looking into ways of slowing it down. If extending the time increment beyond .001 doesn't work , which I suspect it won't. I think adding a condition on the move call based on the timer would do it ? Something to step it down to 2 , 3 , 5 times slower than running 1:1 SCN MyWaterMovingScriptShort OpenFloat WaterPosZ ; this is for editing the position of the waterFloat Move ; and this is for moving the waterFloat StartZ ; this is for returning the water pos before deletingFloat TimerFloat Time ; this gets the timer tor the if timer lineBegin OnActivateIf Move == 0Set Move to 1If Open == 0Set StartZ to MyPlacedWater01Ref.getpos z ; gets the starting z pos so it can be disabledSet Open to 1endifendifEndBegin GameModeIF Open == 1Set WaterPosZ to MyPlacedWater01Ref.getpos z + 1 ; use " - " for moving water downSet Time to .001 ; this is one value for the speed the object movesif Timer < TimeSet Timer to Timer + GetSecondsPassedelseif Move > 0 ; this runs everytime after activatedif Move < 101 ; <<< Water will stop moving here , set this to the Z pos difference between bottom and top+1MyPlacedWaterRef.SetPos z WaterPosZ ; When this runs the reference movesSet Time to Time + .001Set Move to Move + 1 ; repeats stepsIf Move > 100 ; <<< Same diff number above - 1... now the water stopsMyPlacedWater02Ref.Enable ; enable the new water heightMyPlacedWater01Ref.SetPos z StartZ ; resets the first water for disable;enable player controls here if you had to disable themMyPlacedWater01Ref.DisableSet Open to 0Set Move to 0endifendifendifendifendifEnd Edited November 21, 2016 by Mktavish Link to comment Share on other sites More sharing options...
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