Deathoctimus Posted March 27, 2018 Author Share Posted March 27, 2018 Just want a mannequin now not really bothered about the pod falling from the sky, to complex. Link to comment Share on other sites More sharing options...
dagobaking Posted March 27, 2018 Share Posted March 27, 2018 Ok. There might be mannequins in the game like in Skyrim. I have't noticed either way. But, you could just create a new object and use the outfit as the mesh. Then place it in the world dynamically or statically. Link to comment Share on other sites More sharing options...
Deathoctimus Posted April 2, 2018 Author Share Posted April 2, 2018 Right, I've decided to try and add it all correctly. I've started the quest and want the player to find an item. now I placed the code on the item to move the quest to the next stage but I cant get it to work. Scriptname sistertransmitter extends ObjectReference Const Quest Property DO_sob_incomingpod_quest Auto Const Keyword Property HasKeyword Auto Const Event OnInit() if (Game.Getplayer().GetItemCount(HasKeyword) == 1 ) DO_sob_incomingpod_quest.SetStage(10) endIf endEvent Any suggestions? Link to comment Share on other sites More sharing options...
Deathoctimus Posted April 2, 2018 Author Share Posted April 2, 2018 Nevermind I'm past that now. Link to comment Share on other sites More sharing options...
Deathoctimus Posted April 2, 2018 Author Share Posted April 2, 2018 Ugh new issue, I can't this code to work. Scriptname droppodfalling extends ObjectReference Quest Property DO_sob_incomingpod_quest Auto Const ReferenceAlias Property podswitch Auto Const ReferenceAlias Property podtarget Auto Const Event onTriggerEnter(ObjectReference akActionRef) ;check if player and has quest if akActionRef == Game.GetPlayer() if DO_sob_incomingpod_quest.GetStage() > 0 pod() endif endif EndEvent function pod() DO_sob_incomingpod_quest.SetObjectiveCompleted(10) utility.Wait(3) Debug.Notification("3 SECONDS PASSED") ObjectReference targetvar = podtarget.GetReference() ;targetvar.EnableNoWait() Debug.Notification("Var = " + targetvar ) TranslateToRef(targetvar,100,50) EndFunction Event ObjectReference.OnTranslationComplete(ObjectReference akSender) DO_sob_incomingpod_quest.SetObjectiveDisplayed(20) Debug.Notification("TRANSLATION COMPLETED") podswitch.Enable(true) EndEvent Debug.Notification("Var = " + targetvar ) comes back "none" So I assume this is why TranslateToRef is not working and in turn code is not reaching the second event. This code is on an activator. Also, I can't get Enable(ture) to work. But ObjectReference extents show this function as available. C:\Users\Shaun\AppData\Local\Temp\PapyrusTemp\droppodfalling.psc(33,18): variable ture is undefinedC:\Users\Shaun\AppData\Local\Temp\PapyrusTemp\droppodfalling.psc(33,11): Enable is not a function or does not existNo output generated for droppodfalling, compilation failed. Link to comment Share on other sites More sharing options...
payl0ad Posted April 2, 2018 Share Posted April 2, 2018 You mean "true", not "ture", I guess. Link to comment Share on other sites More sharing options...
Deathoctimus Posted April 2, 2018 Author Share Posted April 2, 2018 >_< that's one issue gone C:\Users\Shaun\AppData\Local\Temp\PapyrusTemp\droppodfalling.psc(33,18): variable ture is undefined Link to comment Share on other sites More sharing options...
Reneer Posted April 2, 2018 Share Posted April 2, 2018 (edited) There are a few things that are incorrect in your code, but, more importantly, an overall outline of what you want to do would be helpful, in terms of which script is attached to which activator / object. You say that you have the droppodfalling script on an activator and you're calling TranslateToRef on the activator itself, but you have your OnTranslationComplete event set up as a remote event, which means that it won't ever receive the TranslateToRef completion on itself, but only on another TranslateToRef event from another outside Objectreference. Assuming I'm correct in my assumptions, you want to change this: Event ObjectReference.OnTranslationComplete(ObjectReference akSender) DO_sob_incomingpod_quest.SetObjectiveDisplayed(20) Debug.Notification("TRANSLATION COMPLETED") podswitch.Enable(true) EndEvent To this: Event OnTranslationComplete() DO_sob_incomingpod_quest.SetObjectiveDisplayed(20) Debug.Notification("TRANSLATION COMPLETED") podswitch.GetReference().Enable(true) EndEvent Edited April 2, 2018 by Reneer Link to comment Share on other sites More sharing options...
Deathoctimus Posted April 3, 2018 Author Share Posted April 3, 2018 (edited) Thanks for the reply, So I have the quest leading to the Activator on the highway. The player reaches this vantage point and I just want the pod to fall. Then after Translation is completed the disable switch is activated and the static models are then in place. I'm hoping for a big puff of smoke pretty much like when you shoot a car and it explodes to hide the switch over. is there a simpler way or better way? also, the code doesn't reach OnTranslationComplete() but the errors are gone mind. Edited April 3, 2018 by Deathoctimus Link to comment Share on other sites More sharing options...
Reneer Posted April 3, 2018 Share Posted April 3, 2018 Thanks for the reply, So I have the quest leading to the Activator on the highway. The player reaches this vantage point and I just want the pod to fall. Then after Translation is completed the disable switch is activated and the static models are then in place. I'm hoping for a big puff of smoke pretty much like when you shoot a car and it explodes to hide the switch over. is there a simpler way or better way? also, the code doesn't reach OnTranslationComplete() but the errors are gone mind.Could you post what errors you are getting and the script source? That would help me help you. Link to comment Share on other sites More sharing options...
Recommended Posts