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[LE] Simple alternatives for this 2 functions ?.


maxarturo

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Hi everyone.


I'll begin by saying that this is not a big deal and I won't trouble you too much by explaining the whole quest / mod scene.

This functions are meant to be used for the 'Fail Safes' part of the script / quest / mod.

As always i'm calculating all possible outcomes of certain scenarios and applying all the necessary 'Fail Safes' for those circumstances that the PC or the player might do some sort of 'Potato'.


For those particular functions i'm looking for any alternative that can be as cheap as possible.


- "SetUnconscious()" : The issue with this function is that, sometimes it works and others not. It doesn't seems to fire when the system is too busy, and i need to "Set Unconscious / Immobilize" a certain actor for 2 sec.

This is the time the whole scene needs to do its thing in front of the player / while the player is watching, so it needs to be visually clean.


- "SetDestroyed()" : This function does not work on actors.

The use of this function was meant to disappear from screen the "E : Talk > to actor" after everything that needed to be done... was done.

And again:

in front of the player / while the player is watching, so it needs to be visually clean.


* I'm open to any alternatives or inspiration that i'm lacking lately due to the heavy work load.


Thank you very much for reading this and for your time.

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- SetUnconscious()

SetDontMove()

SetMotionType(int aiMotionType, bool abAllowActivate = true)
; https://www.creationkit.com/index.php?title=SetMotionType_-_ObjectReference

    (aRef as ObjectReference).SetMotionType(4)        ; keyframed
    Utility.Wait(2.0)
    (aRef as ObjectReference).SetMotionType(1)        ; dynamic

- SetDestroyed()

    aRef.SetAlpha(0.1)        ; step 1
    Utility.Wait(0.25)        ; step 2
    aRef.SetAlpha(0.0)        ; step 3    -> vanished
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Thanks ReDragon2013.


SetDontMove()

I don't know how i missed this, but i've been very tired lately...


Your second suggestion unfortunately won't work, i don't need to vanish the actor but:

- Player activates the droid's 'Training Mode' and after this the player cannot interact with it anymore.


This part of the quest has 4 manufacturing stages / sequences where the player has to:

1) After firing up the 'Advanced Lab', solving all 4 puzzles of the lab, the player needs to trap / place unharmed the specimen (a female draugr) into the lab's incubator / Evolutioner.

This is a tricky one... and here is where i need the 'Fail Safe' > SetUnconscious() / SetDontMove(), just in case something goes wrong in those 1.5 sec that the incubator closes and traps the specimen, the scene has already some 'Fail Safes', but this one is needed for one more 'Fail Safe'.


2) construct the A droid, then:

Train the droid so that she can accept her next evolution. Take her to the outside world.

After some conditions and time has passed.


3) construct / EVOLVE the "A droid" to the "B droid", then:

Train the droid so that she can accept her next evolution. Take her to the outside world.

After some conditions and time has passed.


4) construct / EVOLVE the "B droid" to the "C droid". In this stage the player gets the final evolved droid, the "Cyborgautomaton X-Beyond Plus".


In stage 2 & 3 the player has only the option to choose to start the training or not, after choosing "YES" i want to remove the "E: Talk > to actor" just for the visual, i've the option to set her script to an 'Empty' state or 'AllDone' state, but it would be nice if i could remove the "E: Talk" from the actor.


Only in the final stage the player gets full access to all of the "Evolved Droid's Functions" whenever the player chooses to, and they are plenty...


* Not to brag, but from all the things i've done till now... i'm pretty proud of this one !.


Thank you very much for your interest.

Edited by maxarturo
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