ukjah Posted February 26, 2012 Posted February 26, 2012 hi, im trying to add a torture chamber in my mod like in dawnstar sanctuary. I have the "shackle wall marker", the npc, the npc with AI package sit target to the shackle, then in game my npc is chained but if i hit him, he get free, totaly unchained an runing everywhere. i guees there is something to do with packages template, like to disable movement or something with flag but i can't manage to do it.If any have the tricks, feel free to send me your solution. Thanks ! ps: sorry for my bad english !
Astymma Posted February 27, 2012 Posted February 27, 2012 On 2/26/2012 at 4:14 AM, ukjah said: hi, im trying to add a torture chamber in my mod like in dawnstar sanctuary. I have the "shackle wall marker", the npc, the npc with AI package sit target to the shackle, then in game my npc is chained but if i hit him, he get free, totaly unchained an runing everywhere. i guees there is something to do with packages template, like to disable movement or something with flag but i can't manage to do it.If any have the tricks, feel free to send me your solution. Thanks ! ps: sorry for my bad english ! Well, one of the methods available to all actors is SetRestrained and when called should do what you need. Can also do the same from the console with "setrestrained 1" or "setrestrained 0". In script:ActorReference.SetRestrained() ;restrains actor ActorReference.SetRestrained(false) ;unrestrains actor See here.
ukjah Posted February 27, 2012 Author Posted February 27, 2012 well thanks for this, but i wanted to do it like the ones in dawnstar sanctuary and they dont have any script, just AI package with sittarget on the torturerack, so i don't understand why mine dont stay chained... is there some hidden options from the vanilla torture victims i could missed?
ukjah Posted February 28, 2012 Author Posted February 28, 2012 On 2/27/2012 at 1:07 PM, Astymma said: Well, one of the methods available to all actors is SetRestrained and when called should do what you need. Can also do the same from the console with "setrestrained 1" or "setrestrained 0". In script:ActorReference.SetRestrained() ;restrains actor ActorReference.SetRestrained(false) ;unrestrains actor See here. well i can't make it working with script, i would like the actor restrained by defaut, what shoud i had in the script ?
Astymma Posted February 28, 2012 Posted February 28, 2012 On 2/28/2012 at 12:28 AM, ukjah said: On 2/27/2012 at 1:07 PM, Astymma said: Well, one of the methods available to all actors is SetRestrained and when called should do what you need. Can also do the same from the console with "setrestrained 1" or "setrestrained 0". In script:ActorReference.SetRestrained() ;restrains actor ActorReference.SetRestrained(false) ;unrestrains actor See here. well i can't make it working with script, i would like the actor restrained by defaut, what shoud i had in the script ?What script change did you try? Also, check to see if scripts are affecting the rack or the victims.
ukjah Posted February 28, 2012 Author Posted February 28, 2012 (edited) On 2/28/2012 at 6:06 AM, Astymma said: What script change did you try? Also, check to see if scripts are affecting the rack or the victims. i tryed with the dun one you can find in list : Scriptname dunSetRestrainedWhenSeated extends ReferenceAlias Function SetRestrained(bool shouldBeRestrained) Self.GetActorRef().SetRestrained(shouldBeRestrained) EndFunction Event OnSit(ObjectReference furniture) Self.GetActorRef().SetRestrained(True) EndEvent No problem to save the script, and I succesed to restrain the npc by using an activator switchbut i think i have to find another event or command to make setrestrained by default on the npc, and yes i tryed to use script on torture rack, i also tryed to find a keyword like (is furnitrure special" but with "is prisoner" etc... nothing work ^^ Edited February 28, 2012 by ukjah
Astymma Posted February 28, 2012 Posted February 28, 2012 On 2/28/2012 at 1:42 PM, ukjah said: No problem to save the script, and I succesed to restrain the npc by using an activator switchbut i think i have to find another event or command to make setrestrained by default on the npc, and yes i tryed to use script on torture rack, i also tryed to find a keyword like (is furnitrure special" but with "is prisoner" etc... nothing work ^^I actually meant for you to check and see if the Dawnstar DB upgrade torture room rack and the specific victims I linked had scripts that immoblized them.
ukjah Posted February 28, 2012 Author Posted February 28, 2012 On 2/28/2012 at 2:14 PM, Astymma said: I actually meant for you to check and see if the Dawnstar DB upgrade torture room rack and the specific victims I linked had scripts that immoblized them. i don't see any script in the torture rack or torture victim... that why i'm stucked and don't understand.
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