WIGWAM Posted May 2, 2018 Share Posted May 2, 2018 I'm working on a mod and we want to have building that changes layout as a quest progresses to simulate the building being reinforced e.g. adding barricades, removing junk. What is the best way to do this?Is it possible to activate/deactivate a layer with a script or using a reference alias? or will the objects have to be combined into a static object the be activated/deactivate? I know I will have to use navcuts but I'm not sure how these will fit into the two options above. Basically I want to avoid having to activate/deactivate loads of objects separately. I know the area around CIT has this change happen after you blow it up but I haven't figured out how it is done. Thanks, WIGWAM. Link to comment Share on other sites More sharing options...
Evangela Posted May 3, 2018 Share Posted May 3, 2018 (edited) You could use an object as an enable parent, so when it's time to activate all the things, just call enable on a disabled object you have set as an enable parent. Same deal with deactivating them. This is assuming that by activating/deactivating, you mean enabling/disabling. Edited May 3, 2018 by Rasikko Link to comment Share on other sites More sharing options...
csbx Posted May 3, 2018 Share Posted May 3, 2018 I'm doing exactly this on a smaller scale with the mod I'm working on. Part of what my mod does is add changes to an area over time, which I accomplish by dropping multiple x markers (e.g. named stage1, stage2, stage3) and then making each marker an 'enable parent' for the relevant set of objects I'm hiding / showing. Then scripting changes is a matter of using stage1.enable() etc. Make your xmarkers 'start disabled' if you're using it to make your items invisible at first and then appear when you run the script. Major tip if you're not familiar. Press the '-' (minus) button in the CK to run the 'enable parent' on a bunch of items at once. Link to comment Share on other sites More sharing options...
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