mdnR3ALD34L Posted June 18, 2018 Share Posted June 18, 2018 Is it possible to do such a action in the GECK using scripting? I'm working on a death replacer mod, and I wanted to know if anyone could help me with this. Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 18, 2018 Share Posted June 18, 2018 I can try. Can you be more specific about your goal? Link to comment Share on other sites More sharing options...
Mktavish Posted June 18, 2018 Share Posted June 18, 2018 Ooo that does sound interesting ... albeit not freezing real time as in the game engine freezing. Cuz then we wouldn't or couldn't freeze time for a specified amount. See that is the thing with manipulating time ... there you are outside of time observing its slowing or stoppage.All the while with your own sense of time ticking. Link to comment Share on other sites More sharing options...
mdnR3ALD34L Posted June 18, 2018 Author Share Posted June 18, 2018 You see, I want time to freeze when, after the timer for 3 seconds, the player dies Player dies--Wait for 3 seconds--Freeze time Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 18, 2018 Share Posted June 18, 2018 That can kind of be done, I think. Have to look at a couple of things to make sure. But what happens after that? How does time unfreeze? Link to comment Share on other sites More sharing options...
Mktavish Posted June 19, 2018 Share Posted June 19, 2018 Wow ya ... what happens after death ... is it like pain killer ? But I will second EPD's claim we can make it do what you want ... just need to know what that is. Link to comment Share on other sites More sharing options...
mdnR3ALD34L Posted June 19, 2018 Author Share Posted June 19, 2018 (edited) That can kind of be done, I think. Have to look at a couple of things to make sure. But what happens after that? How does time unfreeze? Sorry for replying late, but I was thinking of having a timer after a certain amount of time (unknown as of yet) then unfreeze and load the checkpoint. Edited June 19, 2018 by mdnR3ALD34L Link to comment Share on other sites More sharing options...
mdnR3ALD34L Posted June 19, 2018 Author Share Posted June 19, 2018 (edited) My code looks like this right now scn 00DeathTitle Float Timer Begin Gamemode If Player.GetDead == 1 If timer < 2.5 set timer to timer + GetSecondsPassed Else MessageEx "This is a test to ensure the script works.." set timer to 0 Endif Endif End But it refuses to work in-game with a "quest" that starts up with the game, so I've been thinking about attaching the script to the player and replacing the Begin block with "Begin OnDeath" Edit: And yes I am using GECK PowerUp Fork along with its NVSE plugin ran by "nvse_loader.exe" -editor Edited June 19, 2018 by mdnR3ALD34L Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 20, 2018 Share Posted June 20, 2018 It probably refuses to work because the script is updating every five seconds (the default) and the vanilla death stuff isn't long enough, or something is altered when the player dies. Now, I know from a recent error I made where the player is killed in a massive amount of fire and I forgot the bDoOnce check, that the quest script should keep firing after the player's death, so we at least know that the script should be running. Try GameMode for now I suppose (with a much shorter quest delay), but I'd much rather use an event handler in the final script. So, what is the end goal? Freeze time for 2.5 seconds and just load the game? or is more stuff happening? Link to comment Share on other sites More sharing options...
mdnR3ALD34L Posted June 20, 2018 Author Share Posted June 20, 2018 (edited) Yes, the goal is to freeze it for 3-5 seconds then load the game. Edited June 20, 2018 by mdnR3ALD34L Link to comment Share on other sites More sharing options...
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