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Posted (edited)

Hello i'm Tobi !...

 

Now im trying to add new arena like in Braverock Island

 

but Braverock Island was pretty fu*ke* cause of memory leaks and crashes

well Braverock Island script was only 5 lines long xD

 

how about this script?

 

What can i fix, do better?

 

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//Edit: { just spoiler }

Edited by TobiaszPL
Posted (edited)

You posted a single script. It's not really clear what is your aim.

The waitings are definitely too long! And the script should be extended to Actor, not ObjectReference imho.

 

QLG_DeadActorScript

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edited later this day

Edited by ReDragon2013
Posted (edited)

 

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//Edit:

Many unworth to read text :P

just added it to spoiler but keep if any1 need / rly want to read xD

Edited by TobiaszPL
Posted (edited)

You wrote: "why Actor not ObjectReference ( i want to know why !! no "JUST DO IT")"

 

Only actors may die. Objects can be disabled and removed, but never die!
Have a look into vanilla Skyrim scripts "Actor.psc" and "ObjectReference.psc"!

 

All things that objectReferences can do, actors can also do. But some things are actor specific, like dead, equip and etc.

What do you think the native event OnDeath() is located?

 

---

 

your code

QFameStore.SetValue(QFameReward+QFameStore.GetValue())

my code

float f = QFameStore.GetValue() + QFameReward
QFameStore.SetValue(f)

It's a matter of reading and maintaining.

Edited by ReDragon2013
Posted (edited)

Change SetValue to Mod. Not gonna go into details, let's just say papyrus gets a bit twitchy when people try setting globals right after reading them.

Edited by Rasikko
Posted (edited)

Hmm :x objects can't die xD

ok ill change it from ObjectReference to Actor but it was working... not bad :D

 

Anything left to fix ? :tongue:

 

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like for me its perfect now xD lel

 

//Edit1:

But one more question... why u use float ?

gold can't be with second number part xD sry 4 my epic english :tongue:

//Edit4:

{

ohh xD ok sorry can't compile script if its Int :D

}

 

int is bad or something ?

 

//Edit2:

and one more :D

how i can make spoilers ? i dont have button on tab abowe text field :c...

<spoiler> he ? </spoiler>

 

just testing xD

//Edit3:

<spoiler=""> meow? </spoiler>

 

//Edit5:

if its Open World OnCellDetach will work fine?

 

//Edit6:

{ just added spoiler }

Edited by TobiaszPL
Posted
  On 3/12/2019 at 9:50 AM, TobiaszPL said:

Hmm :x objects can't die xD

ok ill change it from ObjectReference to Actor but it was working... not bad :D

 

Technically, Actor extends ObjectReference and thus if the only functions / events needed were ObjectReference only then a script extending ObjectReference would work. However, because it is an actor and the chances that one day an update you make might require using Actor functions / events, extending Actor now gets you access to both Actor and ObjectReference functions / events without introducing problems down the road. Once established in a save game, the script being extended cannot change. Thus this is a change that is better to do now while building the mod than later when wanting to tweak a couple things.

 

The float in use with Qpay is because the calculated result is then used within SetValue which requires a float.

 

See my signature for instructions on how to do spoilers.

 

As far as OnCellDetach, it should work in the open world. As to whether what you want to do will work correctly or no, you'll need to test that out. Just remember that in the open world cells are loaded in a grid and the player may never actually enter some of those loaded cells.

Posted (edited)

 

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ok ty u all 4 help :D !

 

for 4 years i was using mostly russian websites and i was uploading only in russia but when i ask 4 help almost no1 were to help me :c

looks like Nexus is much better place than russia if looking 4 help :tongue:

 

well this gonna be my first Mod uploaded ( and not deleted ) on Nexus ^_^

 

 

if any admin want to, you can close this topic and mark it as solved :tongue:

 

//Edit:

Final version if any1 need :x...

 

 

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//Edit2:

i hope there is no more errors :D

Edited by TobiaszPL
Posted (edited)

Can you remember what Rasikko posted: "Change SetValue to Mod."

 

Tutorial you'll find here: https://www.creationkit.com/index.php?title=Mod_-_GlobalVariable

Make sure your browser has cookies enabled to bypass the start page.

 

instead of

 int Fame = QFameStore.GetValue() + QFameReward
 QFameStore.SetValue( Fame )

use that for thread safe scripting:

  Float property QFameReward auto
 { Fame that player earn for killing this enemy }


QFameStore.Mod(QFameReward)

The problem with long waitings keeps alive. Use a controller quest script to count dying of NPCs. Its much more useful than long time wait.

 

my version as follow

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Edited by ReDragon2013
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