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Can someone please help


Potrykusmark

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Hello, I've recently started modding but I need help with a couple things, for example I'm making a display for Chillrend but unfortunately this item has leveled forms, how do I compile all the forms to one trigger instead of making a separate trigger for each form, this is really killing me, I am not new to computers so a step by step would be easy to follow, thanks to anyone providing help and it would be much appreciated
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Wow someone actually replied, What kind of Information are you looking for, I'm making a display case for chillrend, it's a weapon activator (trigger) But instead of making separate triggers for every version of chillrend is it possible to just have one trigger but have all the forms linked to it, if that makes anymore sense, I'm trying the best I can lol
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There is a "1stPersonGlassSwordChillrend" version of that sword.

Use that as the ChillrendStatic fill below. The rest should auto fill.


Use the [T] Create Trigger button (top bar)

Add the Script [ defaultDweButtonScript ], and the

lower script setting as follows ... Setting [ Sphere ]

Check [ Yes ] to [ Player Activation ]. Then [ Edit Base ]

ID: _AAA_ActivatorSphere_Chillrend. Name: Chillrend.

Then press [ OK ] ... ( create new object, yes ).


http://i.imgur.com/0uo6HZr.png

(ID in picture is from a different sword)



Scriptname _AAA_ChillrenDisplay Extends ObjectReference

;* Chillren Enable/Disable Weapon Display

ObjectReference Property ChillrendStatic Auto

Weapon Property ChillrendCurrent Auto Hidden

Weapon Property TG07Chillrend001 Auto

Weapon Property TG07Chillrend002 Auto

Weapon Property TG07Chillrend003 Auto

Weapon Property TG07Chillrend004 Auto

Weapon Property TG07Chillrend005 Auto

Weapon Property TG07Chillrend006 Auto

Actor Property PlayerRef Auto

;

Event OnInit()

If(ChillrendStatic.IsDisabled())

GoToState("Disabled")

Else

GoToState("Enabled")

EndIf

EndEvent

;-----------------------

State Disabled

Event OnActivate(ObjectReference akActionRef)

If(akActionRef!=(PlayerRef))

ElseIf(PlayerRef.GetItemCount(TG07Chillrend001) > 0)

ChillrendCurrent=(TG07Chillrend001)

Elseif(PlayerRef.GetItemCount(TG07Chillrend002) > 0)

ChillrendCurrent=(TG07Chillrend002)

Elseif(PlayerRef.GetItemCount(TG07Chillrend003) > 0)

ChillrendCurrent=(TG07Chillrend003)

Elseif(PlayerRef.GetItemCount(TG07Chillrend004) > 0)

ChillrendCurrent=(TG07Chillrend004)

Elseif(PlayerRef.GetItemCount(TG07Chillrend005) > 0)

ChillrendCurrent=(TG07Chillrend005)

Elseif(PlayerRef.GetItemCount(TG07Chillrend006) > 0)

ChillrendCurrent=(TG07Chillrend006)

Endif ; Debug.MessageBox(ChillrendCurrent)

If(ChillrendCurrent!=(None))

PlayerRef.RemoveItem(ChillrendCurrent)

ChillrendStatic.Enable()

GoToState("Enabled")

Endif

EndEvent

EndState

;-----------------------

State Enabled

Event OnActivate(ObjectReference akActionRef)

If(akActionRef==(PlayerRef))

PlayerRef.AddItem(ChillrendCurrent)

ChillrendCurrent=(None)

ChillrendStatic.Disable()

GoToState("Disabled")

EndIf

EndEvent

EndState

;

Edited by NexusComa
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Yesss, THANK YOU!!!!! not what I asked for, butttt same function so either way I'm happy, now if I wanted this same thing on a different item, per say Dragonbane, which is another leveled item, I would obviously change the names chillrend to the correct editor ID for dragonbane MQ203AkaviriKatana 1 2 3 4 5

 

Scriptname _AAA_ChillrenDisplay Extends ObjectReference
;* Chillren Enable/Disable Weapon Display
ObjectReference Property ChillrendStatic Auto
Weapon Property ChillrendCurrent Auto Hidden
Weapon Property MQ203AkaviriKatana1 Auto
Weapon Property MQ203AkaviriKatana2 Auto
Weapon Property MQ203AkaviriKatana3 Auto
Weapon Property MQ203AkaviriKatana4 Auto
Weapon Property MQ203AkaviriKatana5 Auto
Actor Property PlayerRef Auto
;
Event OnInit()
If(ChillrendStatic.IsDisabled())
GoToState("Disabled")
Else
GoToState("Enabled")
EndIf
EndEvent
;-----------------------
State Disabled
Event OnActivate(ObjectReference akActionRef)
If(akActionRef!=(PlayerRef))
ElseIf(PlayerRef.GetItemCount(MQ203AkaviriKatana1) > 0)
ChillrendCurrent=(MQ203AkaviriKatana1)
Elseif(PlayerRef.GetItemCount(MQ203AkaviriKatana2) > 0)
ChillrendCurrent=(MQ203AkaviriKatana2)
Elseif(PlayerRef.GetItemCount(MQ203AkaviriKatana3) > 0)
ChillrendCurrent=(MQ203AkaviriKatana3)
Elseif(PlayerRef.GetItemCount(MQ203AkaviriKatana4) > 0)
ChillrendCurrent=(MQ203AkaviriKatana4)
Elseif(PlayerRef.GetItemCount(MQ203AkaviriKatana5) > 0)
ChillrendCurrent=(MQ203AkaviriKatana5)
Endif ; Debug.MessageBox(ChillrendCurrent)
If(ChillrendCurrent!=(None))
PlayerRef.RemoveItem(ChillrendCurrent)
ChillrendStatic.Enable()
GoToState("Enabled")
Endif
EndEvent
EndState
;-----------------------
State Enabled
Event OnActivate(ObjectReference akActionRef)
If(akActionRef==(PlayerRef))
PlayerRef.AddItem(ChillrendCurrent)
ChillrendCurrent=(None)
ChillrendStatic.Disable()
GoToState("Disabled")
EndIf
EndEvent
EndState
as you can see I've left some of them unchanged, what would i fill them in with?
or should i not change them at all and just change the object in the properties of the script but clear the values of the ones i don't need
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ChillrendStatic = AkaviriStatic

ChillrendCurrent = AkaviriCurrent

and AAA_AkaviriDisplay

 

But would run anyways. Maybe ...

WeaponStatic and WeaponCurrent

 

You could also create a 1stpersonstatic version with a change of path

and Yes, to new form. - that would let you have a current weapon name to.

Edited by NexusComa
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