antstubell Posted September 11, 2012 Share Posted September 11, 2012 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. Link to comment Share on other sites More sharing options...
LittleBaron Posted September 11, 2012 Share Posted September 11, 2012 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. Link to comment Share on other sites More sharing options...
antstubell Posted September 11, 2012 Author Share Posted September 11, 2012 (edited) 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 September 11, 2012 by antstubell Link to comment Share on other sites More sharing options...
LittleBaron Posted September 12, 2012 Share Posted September 12, 2012 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 Link to comment Share on other sites More sharing options...
steve40 Posted September 12, 2012 Share Posted September 12, 2012 Actor propert Wolfgang auto ** property Link to comment Share on other sites More sharing options...
antstubell Posted September 12, 2012 Author Share Posted September 12, 2012 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_PageI 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. Link to comment Share on other sites More sharing options...
LittleBaron Posted September 12, 2012 Share Posted September 12, 2012 @ 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 Link to comment Share on other sites More sharing options...
antstubell Posted September 12, 2012 Author Share Posted September 12, 2012 @ 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. LBStill 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. Link to comment Share on other sites More sharing options...
LittleBaron Posted September 12, 2012 Share Posted September 12, 2012 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 Link to comment Share on other sites More sharing options...
antstubell Posted September 12, 2012 Author Share Posted September 12, 2012 Ok LB, I have a clean save that I'll load and coc to the location. I'll let you know how I get on. Link to comment Share on other sites More sharing options...
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