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Scripting Questions...?; my brain hurts
Topic Started: Sep 2 2009, 02:19 PM (154 Views)
lettuceman44
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aceball69
Sep 3 2009, 05:21 PM
i was thinking a chest i guess. thats why i added the "if (controlvar == 1) Activate". But i think you have a better idea to just end it after the player gets the sword cause chests are everywhere.

Vanir, sorry im not sure what you mean...?

ok lettuce, so you added the menu mode and return so it would stop processing the script every frame?

and then you added the set controlvar to 2 because if that wasnt there the player would be able to activate it and get the weapon as many times as they wanted, right?
Right, it won't run while in menu mode.

And yes, that is why you do that too. So it effectively makes the script a one time thing.

Very well!
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aceball69
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oh well i see what Vanir means... hey thanks to the both of you for helping me out. im gonna try some other stuff over the weekend and ill hit you up Monday or something with more tests that do different things and maybe you could look over them too. :) Later!
"This might just feed the mother of all our needs"

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vanir90210
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lettuceman44
Sep 3 2009, 05:44 PM
vanir90210
Sep 3 2009, 05:28 PM
Oh, if it's a chest nevermind. I was thinking you'd put a sword in the world with the script attached to it. Then, you'd be getting the sword AND Goldbrand.
What?


Activate has to do with what the actual object is.

For example, lets have a door. You put a script on the door that does something.

So it goes through the scripted thing
Activate makes the object do its original thing, which for the door is teleport you inside.

Disable has nothing to do with it.

edit: Why would you get goldbrand?
Because if he had made the sword an item under the weapons tier and not an activator, when the player activates it, it would give him Goldbrand, the referenced object in player->additem, and the sword, because the Activate parameter would make the player activate the sword, and perform its usual function, adding it to the player's inventory. Disable would disable the object, removing it from the game world, and only give the player Goldbrand.
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Dammit, Vanir...... I had an awesome daydream of me and Anne Hathaway on a private island. And then in the daydream you came in and murdered her, then asking for my hand in marriage.
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lettuceman44
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Oh, you though the script was with goldbrand.

Nvmd.
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aceball69
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alright well i thought i would have a script ready for proofing but it turns out dialogue is alot harder and more complex than i thought. so now i have some dialogue questions. :D

would it be safe to copy an NPC, change the ID, then mess with its dialogue? i am working on a big mod (a big one for me, at least) and i want to make certain NPCs do certain things... the NPC would be in an interior cell created by me if that makes a difference.

and in the dialogue editor, how does the Function/Variable window work? the MSFD explanation was a little too intense for me... too many big words :P
Edited by aceball69, Sep 8 2009, 12:21 PM.
"This might just feed the mother of all our needs"

Tri-shards of Weye- My first mod's unoficial WIP thread. check it out!

Best Oblivion Mod Ive ever stumbled across- Deadly Reflexes 5
How Cyrodiil SHOULD have been designed- Unique Landscapes

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lettuceman44
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You can copy an NPC and change its id, but you cannot mess with its dialogue as the dialogue is filtered specifically for that said npc. So you have to make new dialogue, and filter it for your npc.
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aceball69
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so if i change the dialogue of the new, copied NPC, then the original NPC will also have its dialogue changed?
Edited by aceball69, Sep 8 2009, 05:02 PM.
"This might just feed the mother of all our needs"

Tri-shards of Weye- My first mod's unoficial WIP thread. check it out!

Best Oblivion Mod Ive ever stumbled across- Deadly Reflexes 5
How Cyrodiil SHOULD have been designed- Unique Landscapes

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lettuceman44
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aceball69
Sep 8 2009, 04:33 PM
so if i change the dialogue of the new, copied NPC, then the original NPC will also have its dialogue changed?
Yea, the new NPC has no dialogue yet. If you want it to have dialogue, you gotta either make it from scratch, or filter in generic topics and such.
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aceball69
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is there a DL out there that has all the functions and commands and their definitions for OB scripting?

i cant find a DL but i found the CSWiki page. http://cs.elderscrolls.com/constwiki/index.php?title=Category:Functions&from=GetCurrentAIPackage


Edited by aceball69, Sep 16 2009, 12:22 PM.
"This might just feed the mother of all our needs"

Tri-shards of Weye- My first mod's unoficial WIP thread. check it out!

Best Oblivion Mod Ive ever stumbled across- Deadly Reflexes 5
How Cyrodiil SHOULD have been designed- Unique Landscapes

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