tonycubed2 Posted November 24, 2012 Share Posted November 24, 2012 Ok, this is maddening! :facepalm: . I cannot figure out how to detect mountains or marshes. I made a formlist and dumped in it all statics with word "mountain" and "cliff" in it. Then I put together the code below. Add yes i set up properties properly, the mod is now a year old and working otherwise. Do I need to extend something besides ObjectReference? I am desperate. I tried both FindClosest below. Scriptname WalkingDangers15 extends Quest Event OnUpdate() ;check for mountains PlayerRef = Game.GetPlayer() closestmountain = None ;closestmountain = Game.FindClosestReferenceOfAnyTypeInListFromRef(Mountain, PlayerRef, 200.0) closestmountain = Game.FindClosestReferenceOfAnyTypeInList(Mountain, playerref.getPositionX(), playerref.getPositionY(), playerref.getPositionZ(), 500.00) if closestmountain != None debug.Notification("mountain is nearby") Else debug.Notification("no mountain") EndIf 800 more lines of code that do not relate Link to comment Share on other sites More sharing options...
steve40 Posted November 25, 2012 Share Posted November 25, 2012 (edited) "closestmountain" should be an ObjectReference variable, which I presume you declared correctly in your script. 200 is much too short a distance to test in FindClosestReference, try 5000 or more. Mountains are very big. However, FindClosestReference... (or the FindRandomReference,,,) functions don't seem to work with the mountain objects, which is why I'm having trouble stopping my SkyBirdies from flying through mountains :sad: Only some types of object seem to get detected (MountainCliffSlopePineForest01, MountainCliffSlopePineForest02, MountainCliffSlopeFieldGrass02 and MountainCliffSlope), but unfortunately those pieces are generally used for landscape and not just the mountains. I'm not sure why that is. Maybe the mountain meshes are somehow different from other landscape building blocks??? Maybe the LOD? (Edit: I tried disabling the LOD in the mountain landscape objects but it made no difference). Edit: actually this is really weird, because the 4 objects above that do get detected use the same nifs as many of the mountain objects that don't get detected :confused: . The only work-around that I can think of atm is to place custom markers on all the mountains, then detect the markers instead. Not a very elegant solution, however. Edited November 25, 2012 by steve40 Link to comment Share on other sites More sharing options...
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