antstubell Posted June 8, 2019 Posted June 8, 2019 I am new to this aspect of modding so in a nutshell - Player enters trigger box, sound plays (already done), FX..does stuff (done this) now I want player's attention to be drawn to the FX because this is the clue as to what to do next. What to do next is another post, for now I want the player to stand still, disable controls and look at what should be looked at, for a second or two maybe, then player has control back and is clearer on how to proceed.The script could be incorporated into my existing script but ideally I prefer it standalone because I will want to use just that part, 'freeze - look - unfreeze, again.New terrotory for me and am looking (no pun) forward to it.
maxarturo Posted June 8, 2019 Posted June 8, 2019 (edited) When the scripts i post don't have name at the top, they are made away from my PC, so i can't compile, sometime a few mistakes are made like "typos" (not easy to write fast in a 7 inch tablet). You might need to tweek the "wait" to what your scene requierds. The script will fire only "Once", after the script fires the trigger box and the script will be disable and delete (no need to be hanging around if it's going to be use only once, unnecessary save file space). Reveal hidden contents import game EffectShader Property VisualFX01 Auto {Visual FX to Play on Ref - xMarker} ObjectReference Property xMarkerVisualREF auto {xMarker to play the FX at - AND where the player will be forced to look at} Sound Property SoundFX01 Auto {Sound FX 01 to play} int instanceID ;used to store sound ref EVENT onTriggerEnter(objectReference actronaut) if actronaut == game.getPlayer() Game.DisablePlayerControls() Utility.wait(1.0) instanceID = SoundFX01. Play(game.getPlayer()) Game.GetPlayer().SetLookAt(xMarkerVisualREF) VisualFX01.Play(xMarkerVisualREF) Utility.wait(5.0) Game.GetPlayer().ClearLookAt() Game.EnablePlayerControls() Utility.wait(0.5) self.Disable() Utility.wait(0.5) self.Delete() endif endevent Have a happy modding !!.. Edited June 8, 2019 by maxarturo
antstubell Posted June 8, 2019 Author Posted June 8, 2019 Doesn't matter that they don't have a name, your help is appreciated.Compile with a couple of saving errors... (18,20): DisablePlayerControls is not a function or does not exist(25,20): EnablePlayerControls is not a function or does not exist
maxarturo Posted June 8, 2019 Posted June 8, 2019 Stupid tablet keyboard !!!... I edited the Script and fixed it, check it again.
antstubell Posted June 9, 2019 Author Posted June 9, 2019 Body movement freezes, head/look is still active - player does not look at marker. Tested by looking at the ground when entering triggerbox - player's head is not forced to look at the marker/visual fx.
Alaebasta Posted June 9, 2019 Posted June 9, 2019 On 6/9/2019 at 10:05 AM, antstubell said: Body movement freezes, head/look is still active - player does not look at marker. Tested by looking at the ground when entering triggerbox - player's head is not forced to look at the marker/visual fx.If i may... i would replace a marker with this function https://www.creationkit.com/index.php?title=SetCameraTarget_-_Game and an empty actor in the same spot as the marker EffectShader Property VisualFX01 Auto {Visual FX to Play on Actor} Actor Property NullActor auto{An actor without any kind of graphical references} Sound Property SoundFX01 Auto {Sound FX 01 to play} int instanceID EVENT onTriggerEnter(ObjectReference akActionRef) if akActionRef == game.getPlayer() Game.DisablePlayerControls() Utility.wait(1.0) instanceID = SoundFX01.Play(game.getPlayer()) Game.SetCameraTarget(NullActor) VisualFX01.Play(xMarkerVisualREF) Utility.wait(5.0) Game.EnablePlayerControls() Utility.wait(0.5) self.Disable() Utility.wait(0.5) self.Delete() endifendevent
antstubell Posted June 9, 2019 Author Posted June 9, 2019 Did you forget a property? (20,36): variable xMarkerVisualREF is undefined
Alaebasta Posted June 10, 2019 Posted June 10, 2019 On 6/9/2019 at 1:24 PM, Alaebasta said: On 6/9/2019 at 10:05 AM, antstubell said: Body movement freezes, head/look is still active - player does not look at marker. Tested by looking at the ground when entering triggerbox - player's head is not forced to look at the marker/visual fx.If i may... i would replace a marker with this function https://www.creationkit.com/index.php?title=SetCameraTarget_-_Game and an empty actor in the same spot as the marker EffectShader Property VisualFX01 Auto {Visual FX to Play on Actor} ObjectReference Property xMarkerVisualRef Auto{Use the marker to fire at the spot of the actor the visual effect} Actor Property NullActor auto{An actor without any kind of graphical references} Sound Property SoundFX01 Auto {Sound FX 01 to play} int instanceID EVENT onTriggerEnter(ObjectReference akActionRef) if akActionRef == game.getPlayer() Game.DisablePlayerControls() Utility.wait(1.0) instanceID = SoundFX01.Play(game.getPlayer()) Game.SetCameraTarget(NullActor) VisualFX01.Play(xMarkerVisualREF) Utility.wait(5.0) Game.EnablePlayerControls() Utility.wait(0.5) self.Disable() Utility.wait(0.5) self.Delete() endifendevent
antstubell Posted June 10, 2019 Author Posted June 10, 2019 Player doesn't look at target (xmarker). Look movement is 'free'.This property... Actor Property NullActor auto{An actor without any kind of graphical references} I can only fill with PlayerRef - should it?
Alaebasta Posted June 10, 2019 Posted June 10, 2019 On 6/10/2019 at 9:41 AM, antstubell said: Player doesn't look at target (xmarker). Look movement is 'free'.This property... Actor Property NullActor auto{An actor without any kind of graphical references} I can only fill with PlayerRef - should it?Empty Actor = Create an actor don't fill ANYTHING and place it into the world (should come up ad an invisible actor) try this should work to use the function i told you. Is an experiment there is nothing on the internet about this if it works congrats we discover something XXXXD
Recommended Posts