xBloodTigerx Posted January 24, 2017 Share Posted January 24, 2017 (edited) I'm trying to make an object spawn another which activates it's own script by itself Scriptname obj1 extends ObjectReference Const Explosion Property obj1 Auto Const Mandatory Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If (!akNewContainer) Game.GetPlayer().PlaceAtMe(obj1 as form, 1, false, false, false) self.Disable() self.Delete() EndIf EndEvent would be the code to spawn the 1st object. what would i put to make object placed at me to spawn a different item? Edited January 24, 2017 by xBloodTigerx Link to comment Share on other sites More sharing options...
LoneRaptor Posted January 24, 2017 Share Posted January 24, 2017 If you wan to do this with a script attach the following script the object you placed with the script you posted above: Scriptname Obj2 Extends ObjectReference ;Add a property for Obj2 here Event OnInit() Self.PlaceAtMe(Obj2 As Form) ; change the other parameters as needed. EndEvent But as obj1 appears to be an explosion they have the ability to place an item themselves in the creation kit. Open the explosion in the CK and look for where it says Placed object. And select what you want to place at your explosion in the dropdown menu. Link to comment Share on other sites More sharing options...
xBloodTigerx Posted January 24, 2017 Author Share Posted January 24, 2017 thank you so much! i was unsure about what to put on "onInit" spot you saved me xD Link to comment Share on other sites More sharing options...
xBloodTigerx Posted January 24, 2017 Author Share Posted January 24, 2017 (edited) btw if i put that in itself, the object infinitly trigger the script. any way to trigger it once/two times using oninit? Edited January 24, 2017 by xBloodTigerx Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted January 24, 2017 Share Posted January 24, 2017 (edited) Biiiiig IIRC: Bool only once ;placed under the properties Only once = true ;before the end of the script Or something like that, I may not be recalling correctly. This may work:disable.self...or was it self.disable...but that would disable the beginning object entirely after its run, so not sure if that's suitable or not. Edited January 24, 2017 by BlahBlahDEEBlahBlah Link to comment Share on other sites More sharing options...
xBloodTigerx Posted January 24, 2017 Author Share Posted January 24, 2017 i'll try that as soon i wake up! tnx^^ Link to comment Share on other sites More sharing options...
LoneRaptor Posted January 24, 2017 Share Posted January 24, 2017 btw if i put that in itself, the object infinitly trigger the script. any way to trigger it once/two times using oninit?This depends on what you mean by just once. If you mean once per explosion(obj1) the scipt I posted earlier will only trigger once. If you mean once across multiple separate explosions (multiple different obj1's) then yes it will keep creating Obj2's. Basicaly every time a new obj1 is placed the script will trigger. If you only want it to trigger once no matter how many times an obj1 is created use the following:Scriptname Obj2Once Extends ObjcetReference ;Add a property for Obj2 here GlobalVariable Property Obj2Created Auto ;create a globalvariable in the CK set its value to 0 and name it something unique so there won't be any conflicts with other mods and then make a property for it and replace the Obj2Created with the name of the globalvariable you made in this script. Event OnInit() If(Obj2Created.GetValue() == 0) ;If you want it to trigger multiple times you change this to <= x where x is the amount of times you want it to trigger. Self.PlaceAtMe(Obj2 As Form) ;Change the other parameters as needed. Obj2Created.SetValue(1) ;If you want it to trigger multiple times use the following instead: Obj2Created.GetValue(Obj2Created.GetValue() + 1) EndIf EndEvent Link to comment Share on other sites More sharing options...
xBloodTigerx Posted January 24, 2017 Author Share Posted January 24, 2017 thanks Lone Raptor, that was very informative (since i havn't tackled booleans yet) Link to comment Share on other sites More sharing options...
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