Sjogga Posted February 6, 2013 Share Posted February 6, 2013 oh my, so lucky that i've decided to check this thread..thank you Allannaa :thumbsup: was looking for tutorial for how to displaying an item(s)/object(s) into some bust on wall...because i'm really bad with script.. to Sjogga is it possible to use your method of Dragon Claw Holders tutorial or Scary Dragon Priest Mask Busts but instead of Dragon claw/Dragon Priest Mask, i'm using it with armor/clothing ( yes, i know that maybe you're going to say "than what is mannequins for ?). it is because mannequin scare the hell outta me (they also buggy as hell) and i always wanted to display each part separately that look similar like this (the armor take place in the middle, the man just block the view, sorry cant get better picture to describe what i wanted to).. thanks in advance You can't use the dragon priest tutorial for anything other than dragon masks. The dragon claw tutorial can be applied to anything that requires specific items (bug jars for example). This means that you can't use the same space for two (or more) different items. However, a modified version the Weapon Plaque script might allow you to display armor the same way as weapons are. Keep in mind that this will display armor in its folded version. Link to comment Share on other sites More sharing options...
anb2004 Posted February 6, 2013 Share Posted February 6, 2013 You can't use the dragon priest tutorial for anything other than dragon masks. The dragon claw tutorial can be applied to anything that requires specific items (bug jars for example). This means that you can't use the same space for two (or more) different items. However, a modified version the Weapon Plaque script might allow you to display armor the same way as weapons are. Keep in mind that this will display armor in its folded version. i see, guess the dragon tutorial are most likely. was thinking to make standalone script (basicly the same but with different armor property name and for the rest coresponding line in the script) for each part of armor and set it into each specific space (the holder). already see the weapon plague script, wow the script was quite tricky. have two more question tho.-In the script there is a "static claw" and of course "clawtoplace" (the real claw that player have in the inventory) are they basicly the same or "static claw" is another object that only represent the real claw in the claw holder. and if they are different object then i presume the "static claw" can be change into world model for armor ?-Auto equip yes auto equip, wondering if i take the armor from its holder it will also automaticly equipped by the player. is it just matter of changing the "additem" into "equipitem" (third line from below) will do trick ? thank you Sjogga.. Link to comment Share on other sites More sharing options...
Sjogga Posted February 6, 2013 Share Posted February 6, 2013 (edited) have two more question tho.-In the script there is a "static claw" and of course "clawtoplace" (the real claw that player have in the inventory) are they basicly the same or "static claw" is another object that only represent the real claw in the claw holder. and if they are different object then i presume the "static claw" can be change into world model for armor ?-Auto equip yes auto equip, wondering if i take the armor from its holder it will also automaticly equipped by the player. is it just matter of changing the "additem" into "equipitem" (third line from below) will do trick ? thank you Sjogga.. The static claw the clawToPlace are two different things. The Static Claw is a static world object, just like a table for example. It is unaffected by any world physics and cannot be picked up or activated by any means. The static claw is set to "Initially Disabled", which basically turns it invisible and disables collision.The clawToPlace represents an item the player needs to have in his inventory in order for the script to enable (i.e reveal) the static claw. To answer your question; yes, you can change the static claw to use the model of a specific piece of armor. However, you also need to change the script slightly. This lineMiscObject Property ClawToPlace Autoneeds to be replaced withArmor Property ClawToPlace Auto This is because all items are split into several categories and you can't find any armors among Misc Objects. Don't let the name fool you, it will work. As for your second question; No. You should add the item first, then run EquipItem(). If you don't do this, and the player happens to have an extra copy of your specific armor in his inventory, the armor will disappear from its stand but it will not be added to the players inventory. This is because EquipItem() only adds items if the player doesn't already have a copy of it in his inventory. And a final note on using armor this way; armor improvements will disappear and custom enchantments will vanish. Remember, you are removing the item from the game when you place the item. But there might be a workaround. I've modified the original script slightly.- Place a chest in the void in your cell. The player must not be able to get access to this chest by any normal means. - Set the tempChest property to your recently placed chest. Scriptname ArmorPlacerScript extends ObjectReference Armor Property ArmorToPlace Auto {The item we want to place} Message Property FailMessage auto {The message to show if the player dont have the item in their inventory} Bool Property isPlaced = false Auto Hidden ObjectReference Property tempChest auto Event OnActivate(ObjectReference akActivator) if(isPlaced == FALSE) ; is the item placed? if akActivator.getItemCount(ArmorToPlace ) >= 1 ; Does the player have the item? isPlaced = TRUE self.getLinkedRef().enable() ; Enable the Static Item (akActivator as actor).removeItem(ArmorToPlace , 1, tempChest) ; Remove the item from the players inventory and adds it to the tempChest else FailMessage.show() ; If the player doesnt have the item, show the Fail message. endif else isPlaced = FALSE self.getLinkedRef().disable() ; If the item was already placed, disable the static item tempChest.removeItem(ArmorToPlace , 1, akActivator) ; add the item back. utility.wait(0.2) player.equipItem(ArmorToPlace) endif endEvent Might work, might not. You'll have to test it for yourself. Edited February 6, 2013 by Sjogga Link to comment Share on other sites More sharing options...
anb2004 Posted February 8, 2013 Share Posted February 8, 2013 Haha, the good news is it works.. :thumbsup: At first, CK wont recompile the script. it says player variable is not recognize from the line "player.equipItem(MyArmor)", guess that only works for console command. So after a bit poking around with the existed scripts i found some is using "Game.GetPlayer().", think it might do the trick and it was. And yes, as you mention about improvement and enchantment can go poof, it is happening after my player activate the trigger, the armor simply back to the original condition (non tempered and non enchanted), already did put the custom chest and link it with the property as a ghost container for it. I take that the activator only know the actual armor without any conditions. still i really appreciated for your big help Sjogga :dance: Link to comment Share on other sites More sharing options...
Sjogga Posted February 8, 2013 Share Posted February 8, 2013 (edited) First of, did you make a clean save? CoC-ing to your cell from the main menu works too.Second; place the chest in a place where you can access it, then check if the armor was added to it after activating the armor stand. Then again, it might just be the RemoveItem()-function that removes enchantments and improvements in which case nothing can be done. Edited February 8, 2013 by Sjogga Link to comment Share on other sites More sharing options...
IsharaMeradin Posted February 8, 2013 Share Posted February 8, 2013 I have used RemoveItem() with pre-enchanted and player enchanted items and have had no issues at all. But I build a form list on the fly to use the in-game reference for those player enchanted/created objects. I'm not exactly sure how the script could be written up... but if the activator first triggered the container's inventory so that the player would add the armor pieces then the container's script can use the OnItemAdded event to build the formlist. Then go back to the activator script and display the base form of the items now on the form list. Since RemoveAddedForm() doesn't work reliably (only seems to work once per form it is ran from) the entire formlist would need be reverted and rebuilt at each piece removed. Might be a lot of work to get setup, but may just do the job you want at the end of the day. Link to comment Share on other sites More sharing options...
anb2004 Posted February 9, 2013 Share Posted February 9, 2013 First of, did you make a clean save? CoC-ing to your cell from the main menu works too.Second; place the chest in a place where you can access it, then check if the armor was added to it after activating the armor stand. Then again, it might just be the RemoveItem()-function that removes enchantments and improvements in which case nothing can be done. pardon for the late reply. do what you mentioned and it didnt worked too, already tried with new save or straight to the cell with coc MyTestCell. also check the container but i found it empty no matter i put/take the armor. but as IsharaMeradin said, i finally got something that can replaced that mannequin thing..well sort of. also decided to take a look again at weapon plaque script to see if i can do the same method. I have used RemoveItem() with pre-enchanted and player enchanted items and have had no issues at all. But I build a form list on the fly to use the in-game reference for those player enchanted/created objects. I'm not exactly sure how the script could be written up... but if the activator first triggered the container's inventory so that the player would add the armor pieces then the container's script can use the OnItemAdded event to build the formlist. Then go back to the activator script and display the base form of the items now on the form list. Since RemoveAddedForm() doesn't work reliably (only seems to work once per form it is ran from) the entire formlist would need be reverted and rebuilt at each piece removed. Might be a lot of work to get setup, but may just do the job you want at the end of the day. sounds tricky and of course creating that kind of script is way beyond me. always wanted to learn scripting since FO3. since dont have any experiences in programming languange at all and english isn't really my native languange i found it teribly hard to learn. but thanks for the input ;) Link to comment Share on other sites More sharing options...
KiwiHawkNZ Posted February 11, 2013 Share Posted February 11, 2013 btw i loved your dragon claw script tut ty for that! You can make a Bug Jar-shelf by following the dragon claw tutorial. Rather than creating static dragon claws, you create static bug jars instead. You could even use the same script, as long as you modify the script properties to accept Bug jars instead of dragon claws. This dragon claw tutorial, is it how to setup a ring door with the dragon claw key? if so linky pretty please Link to comment Share on other sites More sharing options...
KiwiHawkNZ Posted February 12, 2013 Share Posted February 12, 2013 Kia ora Where should these links take me? Making Scripts and Items that Do ThingsSjogga's Dragon Claw Holders tutorialSjogga's Tutorials on Basic Scripting Part OneSjogga's Tutorials on Basic Scripting Part TwoSjogga's Tutorial on Scary Dragon Priest Mask Buststhey seem to all go to the first page and not to a tutroial or the page thyer'er on is the correct? Link to comment Share on other sites More sharing options...
Inferius90 Posted February 17, 2013 Share Posted February 17, 2013 I want to convert UNP armor to UNPB-BBP version but I don't know how. Where can I find tutorial for that? Link to comment Share on other sites More sharing options...
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