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On Activate Summon Werewolf


antstubell

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Hi all. Looking for a script that does what title says. I've made an actor a werewolf called Wolfgang and I want that when the player activates a gravestone Wolfgang appears. I don't want the gravestone to do anything but activate once "touched". I found a gravestone that is an activator even though it has no attached script. The gravestone needs to be a trigger I guess but I'm at a loss to script the event. I'd like Wolfgang to hang around permanently at the summoned location once summoned. I've ticked the box "Summonable" in his Traits if this is a required field.
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Make a copy of that gravestone activator (with a new ID)

& then just 'add' a 'new' script to the activator, then insert the following:

 


Actor propert Wolfgang auto

Auto State Waiting

Event OnActivate(ObjectReference Whodid)

if Whodid == Game.GetPlayer()
   self.PlaceAtMe(Wolfgang,1)  
   GoToState("Dormant")
endif

EndEvent

EndState

State Dormant
;does nothing
EndState

 

This script will place a copy of Wolfgang at the gravestone 1 time and then do nothing ever again. It will also not produce any VFX or anything like that, but you could add those with the same script too. You will need to point the property "Wolfgang" to your actor Wolfgang using the properties tab.

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Make a copy of that gravestone activator (with a new ID)

& then just 'add' a 'new' script to the activator, then insert the following:

 


Actor propert Wolfgang auto

Auto State Waiting

Event OnActivate(ObjectReference Whodid)

if Whodid == Game.GetPlayer()
   self.PlaceAtMe(Wolfgang,1)  
   GoToState("Dormant")
endif

EndEvent

EndState

State Dormant
;does nothing
EndState

 

This script will place a copy of Wolfgang at the gravestone 1 time and then do nothing ever again. It will also not produce any VFX or anything like that, but you could add those with the same script too. You will need to point the property "Wolfgang" to your actor Wolfgang using the properties tab.

The so called activator gravestone has no script attached to it at all. The script you wrote I'm guessing won't do anything unless there is an acitvate script. What script should be attached to the gravestone to make it an activator proper? I hadn't considered the VFX, how would I go about adding a teleport VFX and sound to the script?

Maybe a mini-tutorial of what I have to do from beginning to end would be enormously appreciated, something I can refer to and use without having to keep bothering people here.

Edited by antstubell
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You just have to make a new, empty script. The code I wrote above includes the part that makes anything it is attached to an 'activator'

(the 'Event OnActivate()' part means 'if the player clicks on me do this stuff')

 

You should probably check out the CK wiki.

 

http://www.creationkit.com/Main_Page

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You just have to make a new, empty script. The code I wrote above includes the part that makes anything it is attached to an 'activator'

(the 'Event OnActivate()' part means 'if the player clicks on me do this stuff')

 

You should probably check out the CK wiki.

 

http://www.creationkit.com/Main_Page

I placed Wolfgang some distance away from where I want him to appear, the property actor requires me to select him in the render window so I had to put him in the game which I don't know why. Even with the word "property" corrected in the script nothing happens. I can't click on the gravestone, no prompt appears.

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@ Antsubell:

 

Sorry, change Actor to ActorBase, then select Wolfgang from a pulldown. Can you post a picture of your gravestone's form, please? If it is really an activator there should be some kind of prompt.

 

If it still doesn't work, feel free to upload your .esp somewhere and I will take care of it. This is a very simple operation that I use many times over in Much Ado, but I guess I'm not a very good instructor.

 

LB

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@ Antsubell:

 

Sorry, change Actor to ActorBase, then select Wolfgang from a pulldown. Can you post a picture of your gravestone's form, please? If it is really an activator there should be some kind of prompt.

 

If it still doesn't work, feel free to upload your .esp somewhere and I will take care of it. This is a very simple operation that I use many times over in Much Ado, but I guess I'm not a very good instructor.

 

LB

Still nothing. I must be doing something stupidly wrong. The gravestone is listed as an ACTI, I duplicated it called it "gravestoneSummon" added your script, fetched Wolfgang from ActorBase drop down and...well I hope the shots help.

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It looks like it should work from here... So... Properties included in an .esp will not work if the .esp had already been initiated in an earlier save. As you are testing your mod, are you always starting with a saved game that existed before you installed your mod? If not, that is likely the problem. You'll need to make a 'clean save' for yourself so that you can properly test your mod.

 

If that isn't the issue, then I'd really have to see it all in front of me to figure out what the problem is. Again, I would be happy to look at it.

 

LB

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