Zorkaz Posted December 24, 2020 Share Posted December 24, 2020 I don't need this currently but Is it possible for an activator to use "placetame" and automatically "linkrefing" the placed object to the activator. E.g creating a light source, but if the light source exists, another one won't spawn. And will get deleted if the object gets picked up / scrapped This might come in handy for dynamically placed objects. Link to comment Share on other sites More sharing options...
SKKmods Posted December 24, 2020 Share Posted December 24, 2020 Yes do it all the time. This is an example of a workshop construtable campfire which places idle markers around it (as scripting is easier than working with NIFs for me); ;***************************************************************************************************************** Event OnLoad() Debug.Trace("SKK_MWCampFireScript.OnLoad " + Self + " Workshop " + Self.GetLinkedRef(pWorkshopItemKeyword)) If (Self.GetLinkedRef(pWorkshopItemKeyword) != None) && (Self.CountRefsLinkedToMe(pSKK_MWIdleLink) == 0) ObjectReference ThisMarker ThisMarker = Self.PlaceAtNode("SKK_ATTACHIDLE00", pNPCInvGroundSit, aiCount = 1, abForcePersist = true, abInitiallyDisabled = false, abDeleteWhenAble = false, abAttach = true) ThisMarker.SetLinkedRef(Self, pSKK_MWIdleLink) ThisMarker = Self.PlaceAtNode("SKK_ATTACHIDLE01", pNPCInvGroundSit, aiCount = 1, abForcePersist = true, abInitiallyDisabled = false, abDeleteWhenAble = false, abAttach = true) ThisMarker.SetLinkedRef(Self, pSKK_MWIdleLink) ThisMarker = Self.PlaceAtNode("SKK_ATTACHIDLE02", pNPCInvGroundSit, aiCount = 1, abForcePersist = true, abInitiallyDisabled = false, abDeleteWhenAble = false, abAttach = true) ThisMarker.SetLinkedRef(Self, pSKK_MWIdleLink) ThisMarker = Self.PlaceAtNode("SKK_ATTACHIDLE03", pNPCInvGroundSit, aiCount = 1, abForcePersist = true, abInitiallyDisabled = false, abDeleteWhenAble = false, abAttach = true) ThisMarker.SetLinkedRef(Self, pSKK_MWIdleLink) EndIf EndEvent ; dont forget to cleanup linkref markers OnWorkshopObjectDestroyed to avoid persistant orphan objects ;***************************************************************************************************************** Link to comment Share on other sites More sharing options...
Zorkaz Posted December 24, 2020 Author Share Posted December 24, 2020 Thx Link to comment Share on other sites More sharing options...
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