eltucu Posted February 24, 2012 Share Posted February 24, 2012 (edited) Hello! Well, i was messing around with the CK (probably going to open a thread about an issue that im having) created an interior and started to place stuff, move stuff, etc... While i was messing around with scaling, i noticed that it would be awesome to, say, having the player walk upon some object, activate it, then it becomes colossal right in front of his eyes. That cannot be done with scripting right? Only with animations? EDIT: No wait, there is a setscale command? If there is one, maybe with a script i can increase the scale by a very little amount but each one quarter of a second for example until it becomes the size i want... huh... Lol, i meant dynamically :) Edited February 24, 2012 by eltucu Link to comment Share on other sites More sharing options...
LittleBaron Posted February 24, 2012 Share Posted February 24, 2012 Yes, you can do that. You may need to also tell the object to Disabel and Enable again just after telling to reset it's scale. I have used an 'OnLoad' event (which would mean it occurs just as the model is loading) that resets the scale of some objects successfully. Link to comment Share on other sites More sharing options...
eltucu Posted February 24, 2012 Author Share Posted February 24, 2012 (edited) Nice, though it may look kinda glitchy... I'll have to try it out! Kudos to you :D Edited February 24, 2012 by eltucu Link to comment Share on other sites More sharing options...
LittleBaron Posted February 24, 2012 Share Posted February 24, 2012 The disable/enable happens so quickly you might not even notice it. If you do notice the object blink, you could add a VFX to it (haven't tried that yet so no idea how) that might obscure the flicker. Link to comment Share on other sites More sharing options...
eltucu Posted February 25, 2012 Author Share Posted February 25, 2012 (edited) Whats a VFX? Visual FX? Like the one for summons i guess? Anyway, it wouldnt suit my purpose. Did you open the Azura Star cell in the CK? I was thinking of doing some weird "outer realm" stuff for a quest mod that i might never make :P I didnt remember how they dealt with that cell, the sky and that stuff, so i looked it up. Beth used a sphere with some FX stuff in it (single object made out of 3 spheres, each has different mesh settings but use the same texture, neat effect). I was thinking if i could make the player touch the sphere, while its size is as big as a ball (like a sigil stone), then the sphere grows exponentially until it engulfs the player and his/her surroundings. I dunno what use i could give it but i think it may be a cool effect. Maybe activating some kind of epic magical artifact. EDIT: Great, i just dont know what im doing. Tried to make the star sphere nif into an Activator, used a new texture for it and all that. Tried to make an script with an "OnActivate" event but it didnt worked. Im not even sure to what im actually setting the scale. Ingame i cant even activate the sphere, activated it with the console, did nothing. Scriptname TestingScaleOnActivate extends ObjectReference actor Property actRef auto Event onActivate (ObjectReference actRef) actRef.SetScale(3.0) EndEvent That doesnt even makes any sense. I edited the property so it references back to the player, wich is what i suppose the onActivate is asking for, the ref of the actor who activated it. I dont know how to reference the activator itself inside the script. Edited February 25, 2012 by eltucu Link to comment Share on other sites More sharing options...
LittleBaron Posted February 25, 2012 Share Posted February 25, 2012 You'll want to do something more like this (at the moment you do not need that property in the script at all): Event OnActivate(ObjectReference actRef) self.SetScale(3.0) self.DisableNoWait(); Maybe needed, maybe not self.Enable(); Maybe needed, maybe not ; actRef is included in the OnActivate event in case you want to ; reference the object (player) who activated it as you expand the script EndEvent Link to comment Share on other sites More sharing options...
eltucu Posted February 25, 2012 Author Share Posted February 25, 2012 (edited) You'll want to do something more like this (at the moment you do not need that property in the script at all):Yup, noticed that it is way less complicated than i thought. Ended up with this: Scriptname TestingScaleOnActivate extends ObjectReference float Vara Event Onload () vara = getscale() Endevent Event onActivate (ObjectReference actRef) while vara < 10 Vara = vara + 0.1 SetScale(vara) endwhile EndEventTurns out that i dont need to initialize actref, nor the activator ref, the game just assumes it when i call getscale or setscale. That said, i tested it duplicating a lever since it seems that replacing the lever mesh for the star mesh isnt enough for the game to consider it an activator. I dont know how to make the game consider the azura sphere nif as an activator, editing meshes or nif nodes is kinda out of my reach, or at least out of my inmediate reach, unless its something simple. Good stuff is that without doing any enable/disable or wait(), the lever scales fluently, no hiccups. Test it, just attach that to a lever, though an oversized lever isnt something very impressive... I could make a quest around it, "The lever of Boethia" or something like that, it gets bigger and engulfs you, killing you in the process. Edited February 25, 2012 by eltucu Link to comment Share on other sites More sharing options...
LittleBaron Posted February 25, 2012 Share Posted February 25, 2012 Cool, good to know it's not necessary to disable/enable :biggrin: Link to comment Share on other sites More sharing options...
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