Shkipan1 Posted April 11, 2013 Share Posted April 11, 2013 How would I go about spawning multiple enemies? Say I want to stage a fight between BoS and Caesars legion, what would be best way to pull that off? Currently for every npc I want to spawn I have a separate (lvlBrotherhoodGun for example) for each individual npc. Could I spawn multiple from one single lvlBrotherhoodGun ref for instance? Link to comment Share on other sites More sharing options...
Jojash Posted April 11, 2013 Share Posted April 11, 2013 Correct me if I'm wrong, but what you're asking is for a more efficient way of spawning in NPCs? Yes, there's a way of spawning in multiple from one. You just need to select it in the render window and the press "Ctrl" and then "D". This will duplicate the NPC, if you repeat the process you can get quite a few NPCs in a very short space of time. :) Link to comment Share on other sites More sharing options...
Shkipan1 Posted April 11, 2013 Author Share Posted April 11, 2013 Correct me if I'm wrong, but what you're asking is for a more efficient way of spawning in NPCs? Yes, there's a way of spawning in multiple from one. You just need to select it in the render window and the press "Ctrl" and then "D". This will duplicate the NPC, if you repeat the process you can get quite a few NPCs in a very short space of time. :smile:Hmm I see :) But will they share the same reference? I want them enabled after a certain quest has been completed, so they are initially disabled Link to comment Share on other sites More sharing options...
Jojash Posted April 11, 2013 Share Posted April 11, 2013 No, they won't have the same reference I'm afraid. No two things will share the same reference, each object has its own unique reference. However, it is possible to enable large numbers of references very easily, you can parent them to one reference and then enable that reference to enable them all at once! For a clearer explanation, have a look at this, http://geck.bethsoft.com/index.php/Reference#Enable_Parent This means that you don't need to give each object a unique reference, rather, you just need to give one object a unique reference, and then parent the others to it! This can save you quite a lot of time! Link to comment Share on other sites More sharing options...
Shkipan1 Posted April 12, 2013 Author Share Posted April 12, 2013 No, they won't have the same reference I'm afraid. No two things will share the same reference, each object has its own unique reference. However, it is possible to enable large numbers of references very easily, you can parent them to one reference and then enable that reference to enable them all at once! For a clearer explanation, have a look at this, http://geck.bethsoft.com/index.php/Reference#Enable_Parent This means that you don't need to give each object a unique reference, rather, you just need to give one object a unique reference, and then parent the others to it! This can save you quite a lot of time!Ah thank you very much! That was alot easier and made the script much easier to read :) Link to comment Share on other sites More sharing options...
Shkipan1 Posted April 12, 2013 Author Share Posted April 12, 2013 (edited) Is there a way to modify time using the SetGlobalTimeMultiplier? Tried making a script for it but I just can't get it working.. scn TestTimeScriptint short bIsNPressed Begin GameMode if bIsNPressed != IsKeyPressed 49; set bIsNPressed to IsKeyPressed 49; if bIsNPressed player.additem caps001 100; endif endif End The script saves but it does not work in-game, the caps part is just for testing btw Edited April 12, 2013 by Shkipan1 Link to comment Share on other sites More sharing options...
Jojash Posted April 12, 2013 Share Posted April 12, 2013 (edited) You don't need to link "IsKeyPressed" to a variable. In fact, that's probably why it won't work for you. Just change the if to "If IsKeyPressed 49" rather than "If bIsNPressed". If you change that I imagine that it'll be fine. Edited April 12, 2013 by Jojash Link to comment Share on other sites More sharing options...
Shkipan1 Posted April 12, 2013 Author Share Posted April 12, 2013 You don't need to link "IsKeyPressed" to a variable. In fact, that's probably why it won't work for you. Just change the if to "If IsKeyPressed 49" rather than "If bIsNPressed". If you change that I imagine that it'll be fine.I thought so too, but no luck unfortunately Link to comment Share on other sites More sharing options...
Jojash Posted April 12, 2013 Share Posted April 12, 2013 Hmmm, have you got that script linked to a running quest, if so, what have you set the script processing delay to? Also, are you pressing the right key? I believe 49 corresponds to "N". Link to comment Share on other sites More sharing options...
Shkipan1 Posted April 12, 2013 Author Share Posted April 12, 2013 (edited) Hmmm, have you got that script linked to a running quest, if so, what have you set the script processing delay to? Also, are you pressing the right key? I believe 49 corresponds to "N". No just wrote the script, it is not attached to anything, perhaps that's the problem? and yes I've tried with several keys aswell. Well I'll be damned, it is working now. I created a quest, set priority to 30 and checked Start Game Enabled and set script delay to 0.01.. Must've been the script delay thing I think? Edited April 12, 2013 by Shkipan1 Link to comment Share on other sites More sharing options...
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