Nomumbra Posted June 30, 2019 Posted June 30, 2019 (edited) I'm having trouble with what should be a fairly simple script.I've checked the GECK site and these forums but still can't get it to work quite right. What I'm trying to do is replace a creature ref, that is moving around an interior cell, with a staic ref at the beginining of a quest.Both references disable and enable correctly, but the staic ref enables at its original position in the cell instead of where the creature ref is currently located. scn QuestScriptfloat crAnglefloat crPosXfloat crPosYfloat crPosZshort DoOnceD; Disables CRref and enables CRStaticref in its place at quest startBegin GameMode if GetStage Quest >= 10 if ( DoOnceD != 1 ) set crPosX to crref.GetPos x set crPosY to crref.GetPos y set crPosZ to crref.GetPos z set crAngle to crref.GetAngle z crref.Disable set DoOnceD to 1 crstaticref.SetPos x crPosX crstaticref.SetPos y crPosY crstaticref.SetPos z crPosZ crstaticref.SetAngle z crAngle crstaticref.Enable endif endifEnd The static ref is initially disabled.Tips or advice are appreciated. Edited July 1, 2019 by Nomumbra
JW1 Posted July 1, 2019 Posted July 1, 2019 Some static objects can't be moved. For example, go into the Megaton player house and try to move objects using the console: you can move the filing cabinet, but not the desk. I assume it's something to do with how the collision is set up. It may be that your static is set up like that.
Nomumbra Posted July 1, 2019 Author Posted July 1, 2019 Thanks, but I'm pretty sure its because a static cannot be place with SetPos, I need to use Placeatme instead. Seems there are 2 GECK sites, Bethsofts which seems older and the GECK Wiki which is more recent with better info and I was using the former.
Mcdoye Posted July 7, 2019 Posted July 7, 2019 placeatme seems like what you would have to use crRef.placeatme crStaticRefcrRef.Disable an example, i used to make a suicide bomber super mutant Script SCN Supermutantbomberscript Begin Ondeath supermutantbomber.placeatme LargeExplosion
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