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Nalfeyn

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About Nalfeyn

  • Birthday 12/20/1992

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  • Gender
    Male
  • Location
    Germany
  • Interests
    Everything containing music !

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  1. I guess you could use a GlobalVariable to do this.
  2. So now ... after I did everything you both said, i get this : Scriptname ElinthrialPortalTriggerScript01 extends ObjectReference ;FX ObjectReference property FXPortalDoor01 auto ObjectReference property FXPortalDoor02 auto ;Triggers ObjectReference property PortalTrigger01 auto ObjectReference property PortalTrigger02 auto ;Markers ObjectReference property PlayerxMarker auto ;GlobalVariables GlobalVariable property ElinthrialPortalTriggerVar auto ;Events Event OnTriggerEnter (ObjectReference akActionRef) if akActionRef == game.getPlayer() float myVal = ElinthrialPortalTriggerVar.GetValue() if myVal == 1 ElinthrialPortalTriggerVar.SetValue(0) game.getPlayer().moveto(PlayerxMarker, 0.000000, 0.000000, 0.000000, true) endif endif EndEvent Event OnTriggerLeave (ObjectReference akActionRef) if akActionRef == game.getPlayer() ElinthrialPortalTriggerVar.setValue(1) endif EndEvent Starting 1 compile threads for 1 files... Compiling "ElinthrialPortalTriggerScript01"... E:\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\ElinthrialPortalTriggerScript01.psc(8,25): cannot name a variable or property the same as a known type or script No output generated for ElinthrialPortalTriggerScript01, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on ElinthrialPortalTriggerScript01
  3. So, I got help from Willie ... but now it's complaining about sth again : Scriptname ElinthrialPortalTrigger01 extends ObjectReference ;FX ObjectReference property FXPortalDoor01 auto ObjectReference property FXPortalDoor02 auto ;Triggers ObjectReference property PortalTrigger01 auto ObjectReference property PortalTrigger02 auto ;Markers ObjectReference property PlayerxMarker ;GlobalVariables Global property ElinthrialPortalTriggerVar auto ;Events Event OnTriggerEnter (ObjectReference akActionRef) if akActionRef == game.getPlayer() float myVal = ElinthrialPortalTriggerVar.GetValue() if myVal == 1 ElinthrialPortalTriggerVar.SetValue(0) game.getPlayer().moveto(PlayerxMarker, 0.000000, 0.000000, 0.000000, true) endif endif EndEvent Event OnTriggerLeave (ObjectReference akActionRef) if akActionRef == game.getPlayer() ElinthrialPortalTriggerVar.setValue(1) endif EndEvent Starting 1 compile threads for 1 files... Compiling "ElinthrialPortalTrigger01"... E:\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\ElinthrialPortalTrigger01.psc(15,0): mismatched input 'Global' expecting FUNCTION E:\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\ElinthrialPortalTrigger01.psc(0,0): error while attempting to read script ElinthrialPortalTrigger01: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. No output generated for ElinthrialPortalTrigger01, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on ElinthrialPortalTrigger01 What's wrong now ?
  4. Okay, I really dont know what else to do now. I tried to find something to say : State : Active State : InActive Event OnTriggerEnter If linkedRef currentStateis Active getPlayer.moveto else ;do nothing endif endEvent Event OnTriggerLeave If (ObjectReference akActionRef) setState to Active endif endEvent I tried something like that : Scriptname ElinthrialPortalTrigger01 extends ObjectReference ;Triggers ObjectReference property PortalTrigger01 auto ;Markers ObjectReference property ElinthrialPortalMarker auto ObjectReference property PlayerxMarker auto ObjectReference property GetLinkedRef Event OnTriggerEnter (ObjectReference akActionRef) if akActionRef == game.getplayer() if (GetLinkedRef.isEnabled()) game.getPlayer().moveTo(PlayerxMarker, 0.000000, 0.000000, 0.000000, true) else ;do nothing endif endIf endEvent Event OnTriggerLeave (ObjectReference akActionRef) if akActionRef == game.getPlayer() GetLinkedRef.enable() endIf endEvent Wont work either. I really have no idea what else to do. I want to finally finish this shit !!! Pleaaaaase help me. I've learned alot about scripting in the last days, and I've read so much articles about scripting on a bunch of pages, but I think that this is quite too much for me atm. It's also hard for me to read AND understand all those pages, because they are mostly in english.
  5. Okay. This confuses me. He doesnt use the "LookupRef" ? Edit: So I got this for now : Event OnTriggerEnter (ObjectReference akActionRef) if akActionRef == game.getPlayer() game.getPlayer().moveTo(xMarker03, 0.000000, 0.000000, 0.000000, true) PortalTrigger02.BlockActivation() endIf endEvent Event OnTriggerLeave (ObjectReference akActionRef) if akActionRef == game.getPlayer() PortalTrigger02.BlockActivation(false) endif endEvent and how can I add a lookupref to it ? by simple doing the following ? ObjectReference LookupRef PortalTrigger01 auto ObjectReference LookupRef PortalTrigger02 auto ;and if I want to say "event on this ref" i have to do : LookupRef = Self.GetlinkedRef()
  6. Okay. I guess I now have a "logical" problem. I have two triggers with their own scripts, script01 and script02, because I need to tell trigger01 to teleport to trigger02, and trigger02 to trigger01. If I add states in the script for trigger01, which tells the trigger that I used it, how can I tell trigger02, to be inactive ?! Edit : I've tried the following, but this doesnt work. ;FX ObjectReference property FXPortalDoor01 auto ObjectReference property FXPortalDoor02 auto ;Triggers ObjectReference property PortalTrigger01 auto ObjectReference property PortalTrigger02 auto ;Markers ObjectReference property ElinthrialPortalMarker auto ObjectReference property xMarker01 auto ObjectReference property xMarker02 auto ObjectReference property xMarker03 auto ObjectReference property xMarker04 auto Event OnTriggerEnter (ObjectReference akActionRef) if akActionRef == game.getPlayer() if (GetState() == "InActive") PortalTrigger01.Enable() PortalTrigger02.Disable() gotoState("Active") else ;do nothing endIf else If (GetState() == "Active") PortalTrigger01.Disable() PortalTrigger02.Enable() gotoState("InActive") else ;do nothing endIf endIf EndEvent State Active Event OnTriggerEnter (ObjectReference akActionRef) if akActionRef == game.getPlayer() game.getPlayer().moveTo(xMarker03, 0.000000, 0.000000, 0.000000, true) gotoState("Inactive") endIf endEvent endState State InActive Event OnTriggerLeave (ObjectReference akActionRef) if akActionRef == game.getPlayer() gotoState("Active") endIf endEvent endState
  7. So I changed the trigger script and the portal works for now. I just have the problem, if I go through the portal and be teleported to the other one, I get in a constant teleportation loop between those two portals. I used a part of this script : Event OnTriggerEnter (ObjectReference akActionRef) if akActionRef == game.getPlayer() game.getPlayer().moveTo(xyz. x, y, z, true) endIf EndEvent Event OnTriggerLeave (ObjectReference akActionRef) if akActionRef == game.getPlayer() ;do nothing endif EndEvent Any ideas ?
  8. You can simply place your campfire in a dummycell, with a xmarker. So you can send back the campire to the xmarker in the dummy cell, when the event is called a second time. For example : function sendcamppirebacktodummycall () Campfire01Landburning.moveTo(campfirexmarker) Campire01Landburning.setangle(0.000000, 0.000000, 0.000000) Campire01Landburning.enable(false) endFunction Event OnEquipped(Actor akActor) If akActor == Game.GetPlayer() ExitMenu() LogType = RS_Message_LogType.show() If LogType == 0;Logs Int LogCount = Game.GetPlayer().GetItemCount(RS_Item_Logs_Logs) If LogCount >= 1 Game.GetPlayer().RemoveItem(RS_Item_Logs_Logs, 1, True) sendcampfirebacktodummycell () Campfire01Landburning.moveto(get.player() as objectreference, 0.000000, 0.000000, 0.000000., true) Campfire01Landburning.setAngle(0.000000, 0.000000, 0.000000) Campfire01Landburning.enable(false) EndIf ElseIf LogType == 1;Oak ElseIf LogType == 2;Willow ElseIf LogType == 3;Maple ElseIf LogType == 4;Yew ElseIf LogType == 5;Magic EndIf EndIf Game.GetPlayer().UnEquipItem(RS_Item_TinderBox, 0) Game.GetPlayer().UnEquipItem(RS_Item_TinderBox, 1) EndEvent
  9. Yes, only the player is supposed to use this. So it should be like : Event OnTriggerEnter (ObjectReference akActionRef) if akActionRef == PlayerREF game.getPlayer().moveTo(xyz. x, y, z, true) elseIf akActionRef [not player, don't know the variable] PlayerREF endIf EndEvent Is this correct ?
  10. Okay !!! Yeah ! It worked. I replaced all the ObjectID's in the scripts with the referenceID's ... and the portals do appear ! Still one thing is left. If I go right through the portal, the trigger is not activated. Scriptname ElinthrialPortalTrigger01 extends ObjectReference ;FX ObjectReference property FXPortalDoor01 auto ObjectReference property FXPortalDoor02 auto ;Triggers ObjectReference property PortalTrigger01 auto ObjectReference property PortalTrigger02 auto ;Markers ObjectReference property ElinthrialPortalMarker auto ObjectReference property xMarker01 auto ObjectReference property xMarker02 auto Event OnActivate(ObjectReference akActionRef) game.getPlayer().moveTo(FXPortalDoor02, 0.000000, 0.000000, 0.000000, true) endEvent There must be something wrong with the Event, or maybe the trigger itself ? How can I tell the script, that the trigger should be activated, right after passing the triggerbox ? Or do I have to make a change on the trigger itself ?
  11. I think this was/is the main mistake in my scripts. I wrote down the objectID in the scripts, not the reference ID. And yes, I added 2 debug statements in my magiceffect script and none of it was called.
  12. Well ... maybe ... In the scripts ... do I need the name of the BaseObject or the Reference Editor ID ?
  13. I'm still new to scripting, but have you also tried this : Campfire01Landburning.moveTo(game.getPlayer() as objectreference, 0.000000, 0.000000, 0.000000, true) Campfire01Landburning.setAngle(0.000000, 0.000000, 0.000000) Campfire01Landburning.enable(false)
  14. I've tested it. I set up the spell, attached the scripts to the objects ... then I cast the spell. Nothing happened. No game crash, no portal appeared. I've ran right through the place where the portal is supposed to be and nothing happened.
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