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An event that 'covers up' scripted functions. Please read fpr explanation,


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Hi antstubell.


Sorry for my intervention IsharaMeradin & dylbill, I'm just throwing 3 alternatives here:


1) Place on an xMarker a script to run an "OnUpdate" to check every x seconds the distance from the player and where your scene is taking place, and when the player reaches a certain distance the script will do the switch.

But, this is 'processing' expensive especially if the player has nothing to do and he can be wondering around for hours where your scene is, but this can work in combination with # 2.


2) From my angle this can easily be resolved with some simple clever "Mod's Scene Directing" you just need to force the player from when your scene starts, the player sees the "dead body onto a cart... ", to do something away from that particular scene's spot so that you can do the switch.

The switch can be done either with #1, or even more easily / less expensive with a simple trigger box in the place / direction you will have force the player to go.


3) Run on your quest an "OnLocationChange" event and have the player on an alias, when the location or locations changes, that you will have predefined and they are far from you scene, then just make the change / switch.


* #2 and #3 are the cheapest one.


Scenes like this one is the base of some of my cells / quests, those cells change drastically their appearance, but none of them are done in front of the player or when the player is watching, and they are all done with some simple clever "Mod's Scene Directing".


* Be the puppeteer and make the player your puppet...


Have a happy modding.

Edited by maxarturo
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@maxarturo

 

I've said it before and I'll say it again: There are always more ways to skin a cat than one might think.

It is good to see additional options put out there. Sometimes we get hung up on solving one aspect in a certain way that we forget about the other possibilities that may or may not be better depending upon the circumstance.

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Yep, there are definitely multiple ways to do things. Instead of script polling, it's better for performance to use spell abilities with conditions. So for this case, somewhere in your quest fragment you could add an ability to the player with the condition GetDistance MyObjectRef > 5000. Attach a script to the abilities magic effect using the OnEffectStart event to do your stuff, and also remove the ability spell.

 

For the LOS method, you can use RegisterForSingleLOSLost

And the OnLostLOS Event:

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Lot's of options. I'm sure I'll use them all at some point in my 'directing' the player, distracting the player, etc. Thanks all.

 

EDIT: Just doing research, maybe you huts have read this but if not it is informative.

https://www.creationkit.com/index.php?title=Talk:OnCellAttach_-_ObjectReference

Edited by antstubell
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