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Posted (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 QuestScript

float crAngle
float crPosX
float crPosY
float crPosZ

short DoOnceD

; Disables CRref and enables CRStaticref in its place at quest start

Begin 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
endif

End

 

The static ref is initially disabled.

Tips or advice are appreciated.

Edited by Nomumbra
Posted

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.

Posted

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.

Posted

placeatme seems like what you would have to use

 

crRef.placeatme crStaticRef

crRef.Disable

 

an example, i used to make a suicide bomber super mutant

 

Script

 

SCN Supermutantbomberscript

 

Begin Ondeath

 

supermutantbomber.placeatme LargeExplosion

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