Medizy Posted April 17, 2017 Share Posted April 17, 2017 This is an idea I have of my mod: Mechanist Lair Overhaul, there's a flooded room in that area, someone asked for a way to remove the water in the flooded area, so I thought of adding a "Water pump" into the cell, where it's an activator where if interacted with, would drain/undrain the room of water. I'm not too experienced with the creation kit yet, does anyone else have any pointers on how such a thing could be achieved? Link to comment Share on other sites More sharing options...
shavkacagarikia Posted April 18, 2017 Share Posted April 18, 2017 The water in room should be "dropped" (should be object reference). Make an activator and attach new script on it. Make a new property (name it whatever you want for example waterObjProperty) of type object reference and point to that water object. Inside script write this Event OnActivate(ObjectReference akActionRef) If (waterObjProperty.isEnabled() waterObjProperty.disable() Else waterObjProperty.enable() EndifEndEvent Place the activator in room and it should do what you want. Link to comment Share on other sites More sharing options...
steve40 Posted April 18, 2017 Share Posted April 18, 2017 A cooler way would be to script the water plane to translate slowly downwards when the pump is activated, before disabling it, to simulate the water being pumped out of the room :) Link to comment Share on other sites More sharing options...
shavkacagarikia Posted April 18, 2017 Share Posted April 18, 2017 A cooler way would be to script the water plane to translate slowly downwards when the pump is activated, before disabling it, to simulate the water being pumped out of the room :)Yep, steve is right. You should try translateTo function. Something like this: Event OnActivate(ObjectReference akActionRef)If (waterObjProperty.isEnabled()waterObjProperty.translateTo(waterObjProperty.X, waterObjProperty.Y, waterObjProperty.Z - 100, 0,0,0, 100) ElsewaterObjProperty.translateTo(waterObjProperty.X, waterObjProperty.Y, waterObjProperty.Z + 100, 0,0,0, 100) EndifEndEvent You will have to mess with the parameters where is written 100. First controls how much in units water will be translated along z axis, second one is speed. And you can disable water after translation is completed, with ontranslationcomplete event. So your whole script will be something like this: bool checker Event OnActivate(ObjectReference akActionRef)If (waterObjProperty.isEnabled())checker = falsewaterObjProperty.translateTo(waterObjProperty.X, waterObjProperty.Y, waterObjProperty.Z - 100, 0,0,0, 100) ElsewaterObjProperty.enable()checker = truewaterObjProperty.translateTo(waterObjProperty.X, waterObjProperty.Y, waterObjProperty.Z + 100, 0,0,0, 100) EndifEndEvent Event onTranslationComplete()If (waterObjProperty.isEnabled() && checker == false) waterObjProperty.disable()Endevent That should be all. Link to comment Share on other sites More sharing options...
Medizy Posted April 18, 2017 Author Share Posted April 18, 2017 Thanks guys! I'll try it out! Link to comment Share on other sites More sharing options...
GrimReapers1 Posted April 19, 2017 Share Posted April 19, 2017 Was this ever implemented? I cannot find this mod object and have some flooded areas I'd like to drain. Link to comment Share on other sites More sharing options...
steve40 Posted April 20, 2017 Share Posted April 20, 2017 Was this ever implemented? I cannot find this mod object and have some flooded areas I'd like to drain. LOL. The OP was 18 April, 2 days ago. Link to comment Share on other sites More sharing options...
GrimReapers1 Posted April 20, 2017 Share Posted April 20, 2017 Yeah I know...I was trying to find out if there was a placable object that could be activated or if it was directly scripted into his Mechanist's Overhaul mod. Link to comment Share on other sites More sharing options...
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