morismark Posted January 5, 2021 Share Posted January 5, 2021 Hi at all,I would that an NPC I built, disappear when he dies.This is the script that I've applicated in Papyrus Scripts Section, but it doesn't work: Scriptname UnableBodyDeathScripts extends ActorEvent OnDeath(Actor akKiller) Self.Disable()EndEvent Thanks at all Link to comment Share on other sites More sharing options...
Evangela Posted January 5, 2021 Share Posted January 5, 2021 I don't know. The syntax is correct. Alternatively you can call Delete() which will remove the reference from the game entirely. Disable just removes the 3D but the reference is still there. Google Translate(assuming you're italian like your profile states): Non lo so. La sintassi è corretta. In alternativa puoi chiamare Delete () che rimuoverà completamente il riferimento dal gioco. Disabilita rimuove solo il 3D ma il riferimento è ancora lì. Link to comment Share on other sites More sharing options...
morismark Posted January 5, 2021 Author Share Posted January 5, 2021 (edited) Google Translate(assuming you're italian like your profile states): You are really kind , thanks. with your suggest, I've tried: Scriptname UnableBodyDeathScripts extends ActorEvent OnDeath(Actor akKiller) Self.Delete()EndEvent do not work Scriptname UnableBodyDeathScripts extends ActorEvent OnDying(Actor akKiller) Self.Delete()EndEventdo not work. I think I wrong something. I'm not expert, but I Know that's a very simple script.I've an actor (not Vanilla. I created) that has a template one (that I've created too) with Miraak outfit.this actor, has a spell in spelllist, with magic effect that teleport him randomly during combat.Could this magic effect, interfere with "UnableBodyDeathScripts"? I've implemented the "UnableBodyDeathScripts" at first in the template actor, than in "derived actor".But theese two attempts are failed. p.s. sorry for my bad english Edited January 5, 2021 by morismark Link to comment Share on other sites More sharing options...
RichWebster Posted January 5, 2021 Share Posted January 5, 2021 Does the actor have an enable parent attached? Link to comment Share on other sites More sharing options...
morismark Posted January 5, 2021 Author Share Posted January 5, 2021 (edited) Does the actor have an enable parent attached?no there aren't. I've tried dragonactor (vanilla script) on this NPC I've created, not the template but simply the derived, and in proptery compiled all autofill, it works well. My NPC after death, decomposes like a dragon, my player absorb soul dragon, but the NPC disappear only head, legs and hands. If it disappear the rest of the body, it will be great. Edited January 5, 2021 by morismark Link to comment Share on other sites More sharing options...
morismark Posted January 5, 2021 Author Share Posted January 5, 2021 (edited) Ok I solved.I've unchecked "use script" in Template data in the Actor tab. The script I've created is in Papyrus Scripts, it isn't spell, magic effect or other in spellist.For help other user: the script is: Scriptname UnableBodyDeathScripts extends Actor {Unable body after Death} Event OnDeath(Actor akKiller) Self.Delete() EndEventI But it remains a mystery.If "use script" were checked, dragonactor script works but mine one, no. I think even dragonactorscript it should have worked.I don't know. THANKS RichWebster and The Arbiter of Time! Edited January 5, 2021 by morismark Link to comment Share on other sites More sharing options...
Evangela Posted January 5, 2021 Share Posted January 5, 2021 Template Data is data that is inherited from the base actor that is linked to the actor(the drop down). When you use "Use Script" it will use the script on the base actor instead. Link to comment Share on other sites More sharing options...
morismark Posted January 5, 2021 Author Share Posted January 5, 2021 (edited) Ok, Now I would extend my script. I want two steps:1) on dyingdeath event I would all animation of dragon death2) on death event I would the master explosion firestorm and body disappear. So I taken the dragon death script and implementend in this one, my script.But when I kill this NPC, it start the dragon death animation but it lasts one second and than the body disappear. I unerstand why, so I've created two States, but dying time don't cover all animation, and quickly start the death (with body disappear): Scriptname mORISexplosionScript extends Actor {esplosione dopo morte} import game import debug import utility event OnDying(Actor akKiller) RegisterForUpdate(1) gotoState("waiting") endEvent STATE waiting event OnUpdate() if GetDistance( GetPlayer() ) < TriggerDistance trace("DragonDeathScript: player close enough, trigger death sequence") gotoState("done") UnRegisterForUpdate() (MQKillDragon as MQKillDragonScript).DeathSequence(self) endif endEvent endSTATE STATE done Event OnDeath(Actor akKiller) Self.placeAtMe(AtronachFlameDeathExplosion) Self.Delete() EndEvent endSTATE int Property TriggerDistance = 1000 Auto {trigger distance for the powerup sequence} Quest Property MQKillDragon Auto Explosion property AtronachFlameDeathExplosion Auto Edited January 5, 2021 by morismark Link to comment Share on other sites More sharing options...
Evangela Posted January 6, 2021 Share Posted January 6, 2021 (edited) Are you trying to simulate your own version of the dragon soul absorption sequence?I believe you can "fake it" by using its FX rather than using the code from the dragonactorscript. Edited January 6, 2021 by Rasikko Link to comment Share on other sites More sharing options...
morismark Posted January 6, 2021 Author Share Posted January 6, 2021 I'm sorry I don't know if I have understand. During npc "dying", I like all vanilla dragon death animation, is perfect.After NPC dying (that during about one second, from the Npc last breath to when he falls down), I have understood that Skyrim game, start the "death" event.So when the body is death i would implement an explosion (the effect isn't important because, I can change it in proptery script), and the "self.delete" to body disappear. So if I understand correctly your suggest, I should use only FX effect "on.dying event", and not dragon actor script,and on death event,does the explosion and self.disable? Is it correct? Thanks Link to comment Share on other sites More sharing options...
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