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Kiwi-Hawk

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Posts posted by Kiwi-Hawk

  1. Kia Ora

    I hope it's ok to ask here as it seem wastfult to start a new thread for same thing.

    I'm after finding out if I build a landmass using that layer cake idea and I end up with a base and a layer for mounds/hils and bumps

    and a layer for mountains, if I use the lasso to select the mountains do I need to cut in as close as possible or just near enough if

    I'm going to use a fall-off at say 80 to blend the edges?

    I'm finding I get not much in way of maountains and a shape drop at the lasso edge or I end up with mountains looking like radio wave spikes

    rather than those in Cyrodiil

  2. Kia Ora

    [Photoshop]

    I'm real green at this so if somebody with more skill wants to edit and make a tutorial outta this thats fine.

    I wanted to make an ingame map of tamriel for the Tamrial Worldspace Projet that had the mountains etc, not

    just a flat plain.

    1/ I patched together all the landscape .dds files in the correct order, thery are the generated 60.00.96.32.dds

    getting them in order means the match at joins

    2/ I do same for the _fn.dds files these are the blueish normalmaps

    you need to touch up and do what ever other stuff you wish to the texture, names, labels etc can be added here or better yet a seperate layer (easyer to edit)

    Copy the texture and paste as a layer over the normalmap (make 2 layers)

    Select one layer and filter to multiply, slecet the second layer and filter to colour

    you now should have a map image with all the landscape mountains, vallies and terrain of your world landscape.

    Keep in mind any changes or edits will damge you landscape so edit only the texture and repaste you layers, you can (I think) get away with colour balance, stauration and the like

    of the layers but once merged you need come back to your psd to make changes,. this is maybe why names lables etc would be better as a layer but you still cant edit thos on merged

    image.

    You can probley do this in Gimp too but I never have and don't know filtering in Gimp or like tools

    Edit:

    apon thinking a little TES4LODGen will help with steps 1 and 2 making joining much easyer

  3. I don't either, unless you have another script somewhere that is enabling them. Or, you have not set them to be initially disabled in the first place.

    Thank you so very very much,.. I found some parenting I had not taking out,.. apart from adjusting the timing in the triggzone ( I had them a wee bit to slow) it's looking real choice

    Only one script to work out to finish this cell off and that is the one that activates two external Portal doorways and move the player outside to the bottom one. PC has fought all the challanges and has activated a means to get up to a floating city but this requires Onra's Tamriel.esp and the TWMP_Summerset.esp when he's finished so I'm not sure it's wise to do stuff linking to the outside using his unfinished esp's

    • Upvote 1
  4. I would use 'GetDead' in the trigger zone script.

    Change this line:

    if player.getitemcount AncientWarlockScroll01 >= 1

    to:

    if KHTirasRef.GetDead

    I coc into cell and I did a tcl to get to where I could see and got some screenies

    http://picasaweb.google.com/Kiwi.Hawk.NZ/TestShots#

    I had done nothing no fight no items etc

    it jus came to mind that Tiras is in that area could he trigger it? or a triggzones for PC only?

  5. Ok, there is the triggerzone script. I thought you were using an 'OnActivate' block in the triggerzone which would not work.

    So...

    1) triggerzone ENABLES the light beams as shown in the script.

    2) claw swich which is After the triggerzone is then used to light up the last two lights and enable the portal.

    Sometimes I have seen trigger zones 'go off' even when the player is not near them when the cell is loaded, so that might be the problem you are seeing. Are you sure you dont already have the 'AncientWarlockScroll01' in your inventory when you enter the cell the trigger zone is in?

    Not till I pick it up after clearing the way through the cell to the point where I kill the Dreugh and get the head that ports me up to where the scroll and the egg are.

    I guess I could use Tiras dead or alive as a check so if hes alive they stay off? or do I need a GetDisabled == 0 or 1 check in thos last two scripts to make sure theyer off?

  6. Kia Ora

    The TrigZone is before at the base of the steps leading up to the switch the idea is that PC kills the boss then walks up the steps to switch setting off the triggzone enabling

    those energy beams, then activates claw switch 02 enableing the last two energy beams and Portal door.

    at this time those last 6 beams light up as soon as I enter the cell for some reason ( the 4 in Trigzone and the 2 in the claw switch)

    Edit:

    Sorry forgot to mention, the Triggzone is to enable the first two set of energy, with a slit delay, something like a second after trigger the first 2

    and 2 or 3 seconds after the second 2, this is what we have:

    
    scn KHTriggerShrinePowerScr
    
    short triggered
    
    short next
    
    Float PowerTrig
    
    
    begin onTrigger Player
    
            if triggered == 0
    
                    if player.getitemcount AncientWarlockScroll01 >= 1
    
                            set triggered to 1
    
                    endif
    
            endif
    
    end
    
    
    Begin Gamemode
    
            if triggered == 1
    
                    set PowerTrig to ( PowerTrig + getsecondspassed )
    
                    if ( PowerTrig >= 20 )
    
                            Message  " Ooops,.  I've activated some Power source by the looks "
    
                            set triggered to 2
    
                    elseif ( PowerTrig >= 10 )
    
                            if next == 1
    
                                    KHLightingEnergy03Ref.enable
    
                                    KHLightingEnergy04Ref.enable
    
                                    set next to 2
    
                            endif
    
                    elseif ( PowerTrig >= 2 )
    
                            if next == 0
    
                                    KHLightingEnergy05Ref.enable
    
                                    KHLightingEnergy06Ref.enable
    
                                    set next to 1
    
                            endif
    
                    endif
    
            endif
    
    end
    
    
    

    I think you said it had to be different for a triggzone tho

  7. Kia Ora

    Thank you very much,.. you said earlier that the triggbox script if it was to be used in a Green Triggzone it would need to be changed, could this be why the

    Power Lightening energy's in the "TriggerBox Script" & the "Claw switch 02" are lighting up as soon as I enter the cell rather than being off till the trigbox is tripped

    and the switch is activated?

  8. Kia Ora

    I am sorry if my English is confusing for you I guess my ole Kiwi English is a little different to what you use too, I will try harder

    I based this on the first Claw switch,. I didn't need to use Tiras as a check but if it helps ok, but the player wouldn't get near switch while he lives

    All this needs to do (when player uses switch) is activate the Energy beams slitly after activeing switch (a second or 2) after that it activates the Portal Activator (KHPortalActivatorRef)

    then display a message to player, only happening when player uses the switch, the beams and activator are disabled till then

    
    
    scn KHActivatorClawSwitch01 
    
    ; Activates Portal door 
    
    
    float EffectTime01
    
    short Busy 
    
    Short DoOnce 
    
    
    begin OnActivate 
    
    	if Busy == 0
    
    		if KHTirasRef.GetDead
    
    			if KHPortalActivatorRef.GetDisabled == 1 &&  DoOnce == 0
    
                                    if player.getitemcount KHDragonEgg01 >= 1  && player.getitemcount AncientWarlockScroll01 >= 1
    
                                            playgroup forward 0  
    
                                            set Busy to 1
    
                                    else 
    
                                            message " Seems to be somit missing "
    
                                            set Busy to 0
    
                                   endif 
    
    			                else
    
                   			         messagebox " Tiras still lives! "
    
                    endif 
    
            endif
    
    endif
    
    end 
    
    
    begin Gamemode 
    
            if IsAnimPlaying == 0 && busy == 2
    
                    set Busy to 0
    
            endif
    
            if Busy == 1
    
                    set EffectTime01 to (EffectTime01 + GetSecondsPassed)
    
                    if EffectTime01 >= 10
    
    				message "Looks like I activated something"
    
                    if EffectTime01 >= 8
    
                            KHPortalActivatorRef.enable
    
                    if EffectTime01 >= 2
    
    				KHLightingEnergy01Ref.Enable
    
    				KHLightingEnergy02Ref.Enable
    
                            set DoOnce to 1
    
                            set Busy to 2
    
                    endif
    
            endif
    
    endif
    
    endif
    
    end
    
    
    

    I should have said the Trigger was a triggbox rather than leave it to the script title sorry.

    It is a green Triggbox that is placed across the bottom of the steps leading up to the switch. All it has to do when the player walks through it is activate the first 2 beams

    then say 4 seconds after activate the second 2 beams and after that (2 to 4 seconds) display the message. They are al disabled till the player walks through the triggbox.

    Have I left you with any unanswered questions at all? Just to be clear its the "scn KHTriggerShrinePowerScr" I mean is the triggbox

    • Upvote 1
  9. Kia Ora

    I been trying to work out why the last PowerLightening energy beams spark up as soon as I eneter the cell rather than needing to be triggered, I re visited my last Claw switch

    and wondered if that might be doing it, tho that should not effect the trigger script right?

    This line is spose to check theyer disabled

    if (KHLightingEnergy01Ref.GetDisabled == 1 && KHLightingEnergy02Ref.GetDisabled == 1)

    
    
    scn KHActivatorClawSwitch01 
    
    
    ref myParent 
    
    ref mySelf 
    
    float EffectTime01 
    
    short Busy 
    
    short DoOnce 
    
    
    begin OnActivate
    
               if Busy == 0 
    
    			playgroup forward 0 
    
    				set myParent to GetParentRef 
    
    					set mySelf to getSelf 
    
    				myparent.activate mySelf 1
    
    			if KHTirasRef.GetDead
    
    				if player.getitemcount KHDragonEgg01 == 0  && player.getitemcount AncientWarlockScroll01 == 0 
    
    		     	   	message  " Seems to be somit missing " 
    
    		  			      elseif player.getitemcount KHDragonEgg01 >= 1  && player.getitemcount AncientWarlockScroll01 >= 1
    
    							set EffectTime01 to (EffectTime01 + GetSecondsPassed)
    
    								if EffectTime01 >= 10
    
    									message "Looks like I activated something"
    
    										if EffectTime01 >= 8
    
    											KHPortalActivatorRef.enable
    
    										if EffectTime01 >= 2 
    
    									KHLightingEnergy01Ref.Enable
    
    								KHLightingEnergy02Ref.Enable	 
    
    							set Busy to 1
    
    						set DoOnce to 1 
    
    					endif
    
    				endif
    
    			endif
    
    		endif 
    
    	endif
    
    endif
    
    end 
    
    begin Gamemode
    
    
    	if (KHLightingEnergy01Ref.GetDisabled == 1 && KHLightingEnergy02Ref.GetDisabled == 1)
    
    		if IsAnimPlaying == 0
    
    			set Busy to 0
    
    		endif
    
    	endif
    
    end
    
    
    

    they are not spose to be active untill activated either by walking through the trigger or using the switch

    Am I writing my if timers the wrong way round? should the last be at first in the list like I have in this last script when checking timers?

    • Upvote 1
  10. Kia Ora

    Thank you again,.. I'm trying to understand and get whats happing in each script,. not sure if I'm getting the logic tho

    Last switch,.. only the activator left to do, that I won't be able to test yet

    This just activates 2 power sources and the portal activator (As with the other switch because theyer set to allow opposites and parented to a disabled item they disapair when done) but they only need be used once so thats cool

    The switch is parented to KHPortalActivatorRef,.. ( less you ask me not to) and PC needs both items, the egg and the scroll

    KHTirasRef is last Boss

    KHPortalActivatorRef is the portal Activator

    
    
    scn KHActivatorClawSwitch01 
    
    
    ref myParent 
    
    ref mySelf 
    
    float EffectTime01 
    
    short Busy 
    
    short DoOnce 
    
    
    begin OnActivate
    
               if Busy == 0 
    
    			playgroup forward 0 
    
    				set myParent to GetParentRef 
    
    					set mySelf to getSelf 
    
    				myparent.activate mySelf 1 
    
    			set Busy to 1
    
    		set DoOnce to 1 
    
    	endif
    
    end 
    
    begin Gamemode
    
    
    	if KHTirasRef.GetDead
    
    		if player.getitemcount KHDragonEgg01 == 0  && player.getitemcount AncientWarlockScroll01 == 0 
    
      		         	message  " Seems to be somit missing " 
    
    		  		      elseif player.getitemcount KHDragonEgg01 >= 1  && player.getitemcount AncientWarlockScroll01 >= 1
    
    						set EffectTime01 to (EffectTime01 + GetSecondsPassed)
    
    							KHLightingEnergy01Ref.Enable
    
    								KHLightingEnergy02Ref.Enable	 
    
    							if EffectTime01 >= 10 
    
    						KHPortalActivatorRef.enable 
    
    					if IsAnimPlaying == 0
    
    				set Busy to 0	
    
    			endif
    
    		endif
    
    	endif
    
    endif 
    
    end
    
    
    

    • Upvote 1
  11. Kia Ora

    That works like a charm thank you very much,...

    Maybe my missatke is checking to hard

    
    
    scn KHTriggerShrinePowerScr
    
    
    short triggered
    
    short next
    
    short busy
    
    short opened
    
    Float PowerTrig
    
    
    
    begin onTrigger Player
    
    
    		if Triggered == 0 && player.getitemcount AncientWarlockScroll01 == 0
    
    			return
    
    			if player.getitemcount AncientWarlockScroll01 >= 1
    
    				set PowerTrig to (PowerTrig + getsecondspassed)
    
    					if ( PowerTrig >= 2 ) 
    
    						KHLightingEnergy05Ref.enable
    
    							KHLightingEnergy06Ref.enable
    
    								if ( PowerTrig >= 10 )
    
    									KHLightingEnergy03Ref.enable
    
    										KHLightingEnergy04Ref.enable
    
     								      if PowerTrig >= 20
    
     							       Message  " Ooops,.  I've activated some Power source by the looks "
    
    							set triggered to 1
    
    						set next to 1
    
    					endif
    
    				endif
    
    			endif
    
    		endif
    
    	endif
    
    end
    
    
    Begin Gamemode
    
    
    	if KHLightingEnergy01.GetDisabled == 1 && KHLightingEnergy02.GetDisabled == 1  ; DO I NEED THIS LINE AT ALL?
    
    		if busy == 1 && isAnimPlaying == 0
    
    			set busy to 0
    
    		endif
    
    	endif
    
    end
    
    
    
    
    

    • Upvote 1
  12. Kia Ora

    That works like a charm thank you very much,...

    Maybe my missatke is checking to hard

    
    
    scn KHTriggerShrinePowerScr
    
    
    short triggered
    
    short next
    
    short busy
    
    short opened
    
    Float PowerTrig
    
    
    
    begin onTrigger Player
    
    
    		if Triggered == 0 && player.getitemcount AncientWarlockScroll01 == 0
    
    			return
    
    			if player.getitemcount AncientWarlockScroll01 >= 1
    
    				set PowerTrig to (PowerTrig + getsecondspassed)
    
    					if ( PowerTrig >= 2 ) 
    
    						KHLightingEnergy05Ref.enable
    
    							KHLightingEnergy06Ref.enable
    
    								if ( PowerTrig >= 10 )
    
    									KHLightingEnergy03Ref.enable
    
    										KHLightingEnergy04Ref.enable
    
     								      if PowerTrig >= 20
    
     							       Message  " Ooops,.  I've activated some Power source by the looks "
    
    							set triggered to 1
    
    						set next to 1
    
    					endif
    
    				endif
    
    			endif
    
    		endif
    
    	endif
    
    end
    
    
    Begin Gamemode
    
    
    	if KHLightingEnergy01.GetDisabled == 1 && KHLightingEnergy02.GetDisabled == 1  ; DO I NEED THIS LINE AT ALL?
    
    		if busy == 1 && isAnimPlaying == 0
    
    			set busy to 0
    
    		endif
    
    	endif
    
    end
    
    
    
    
    

    • Upvote 1
  13. Are the 2 guards unique? Do they have a Reference ID on them? If so, what are they?

    Oh, and don't worry about my aggro. :) I just find it easier to take it one step at a time.

    They are KHSwitchGuard01 & KHSwitchGuard02

    BTW the other thing I forgot (dumby I am) is the switch is parented to the wall,.. so I guess I take out the wall enable line a?

    Incase it helps

    KHMagicPortalRef is paortal ref

    KHTelanRef is telen

    the 2 guards where no linked in any way thery where just in the way lol (between PC and the switch) and 100% aggro

    • Upvote 1
  14. I am a list type of guy. So lets do this step by step instead of overwhealming me with everything. When you get one part done, then we can move onto the next.

    1. Timers are 'float' type variables.

    2. What is the purpose of checking how many KHDragonEgg01 the player has? Where is he getting these?

    3. Your 'OnActivate' had one too many 'endif's.

    4. I added code for the 'busy' control. Your 'GameMode' did not need the first 'IF' statement.

    The egg is picked up earlier when PC is moved way up onto a floating rock shrine, theres the egg and scroll on a shrine that are used as checks, if PC doesn't

    have them then nothing happens

    The idea is that PC has to kill the 2 guards to get to switch then when the switch is activated (provided PC has egg) the wall is disabled and the portal and Telen are enabled

    BTW I am sorry about posting to much,.. I don't mean to get your aggro up I thought it would be helpful to see the path thing where taking

    I am really greatful your helping an ole bloke out and don't wish to get in your face

    • Upvote 1
  15. 4) Having killed the guards the player activates a wallClawSwitch that enables a portal and Guard #3 and disables a secert wall door.

    Thats correct,.. this wallswitch enables a portal (that has the other end parented to it so it enables at same time) and Telen (guard 3) and disables a secret wall

    these are the items KHMagicPortalRef.enabled & KHTelanRef.enabled plus KHSecretwallRef.Disable

    First WallClaw Switch

    
    
    scn [b]KHPortalDoorClawSwitch01[/b]
    
    
    ; Activates Portal door and Telan
    
    
    ref myParent
    
    ref mySelf
    
    ref EffectTime02
    
    
    short Busy
    
    Short DoOnce
    
    
    begin OnActivate
    
    
               if Busy == 0 
    
                            playgroup forward 0 
    
                            set myParent to GetParentRef 
    
                            set mySelf to getSelf 
    
                            myparent.activate mySelf 1 
    
    			 if   player.getitemcount KHDragonEgg01 <= 0 
    
    					messagebox " Seems to be somit missing "
    
    						elseif  KHMagicPortalRef.GetDisabled == 1 &&  KHTelanRef.GetDisabled == 1
    
    							if player.getitemcount KHDragonEgg01 >= 1
    
    								set EffectTime02 to (EffectTime02 + GetSecondsPassed)
    
    									if EffectTime02 >= 1
    
    										KHMagicPortalRef.Enable
    
    									KHTelanRef.Enable
    
    								KHSecretwallRef.Disable
    
    							message "something just happened, what was it? "
    
    						set DoOnce to 1
    
    					endif
    
    				endif
    
    			endif
    
    		endif
    
    	endif
    
    end
    
    
    begin Gamemode
    
    
    		if  KHMagicPortalRef.GetDisabled ==1 &&  KHTelanRef.GetDisabled == 1
    
    			if IsAnimPlaying == 0
    
    				set Busy to 0	
    
    			endif
    
    		endif
    
    end
    
    
    
    After fighting Telen and using the Portal to get to a lower level to enter the last area and the Boss fight is over (area is cleared out) This is the triggbox script to trigger the 4 pillars
    
    
    sscn KHTriggerShrinePowerScr
    
    
    short triggered
    
    short next
    
    short busy
    
    short opened
    
    Short PowerTrig
    
    
    
    begin onTrigger Player
    
    
            if Triggered == 0 && player.getitemcount KHDragonEgg01 == 0
    
                return
    
                if player.getitemcount KHDragonEgg01 >= 1
    
                    set PowerTrig to (PowerTrig + getsecondspassed)
    
                        if ( PowerTrig >= 5 ) 
    
                            KHLightingEnergy05Ref.enable
    
                                KHLightingEnergy06Ref.enable
    
                                    if ( PowerTrig >= 15 )
    
                                        KHLightingEnergy03Ref.enable
    
                                            KHLightingEnergy04Ref.enable
    
                                           if PowerTrig >= 30
    
                                        Message  " Ooops,.  I've activated some Power source by the looks "
    
                                set triggered to 1
    
                            set next to 1
    
                        endif
    
                    endif
    
                endif
    
            endif
    
        endif
    
    end
    
    
    Begin Gamemode
    
    
        if KHLightingEnergy01.GetDisabled == 1 && KHLightingEnergy02.GetDisabled == 1
    
            if busy == 1 && isAnimPlaying == 0
    
                set busy to 0
    
            endif
    
        endif
    
    end
    
    
    
    
    
    at top of stairs at back wall PC finds the last wallClaw Switch Clicking the last wall switch enables the last 2 lightenEnergy beams and sortly after the activator enables. Again to save on frame hits the lightening could be diable once the activator is enabled just leaving the activator to activate the Doors outside and move PC to an outside marker. (when I get that far, I still need Onra to finish the exterior) Parts KHLightingEnergy01.enable KHLightingEnergy02.enable KHPortalActivatorRef.enable
    
    
    scn [b]KHActivatorClawSwitch01[/b] 
    
    ref myParent 
    
    ref mySelf 
    
    float EffectTime01 
    
    
    short Busy 
    
    short DoOnce 
    
    
    begin OnActivate 
    
            if (KHLightingEnergy01.GetDisabled == 0)
    
                    set EffectTime01 to 0 
    
                    set DoOnce to 0 
    
                    if Busy == 0 
    
                            playgroup forward 0 
    
                            set myParent to GetParentRef 
    
                            set mySelf to getSelf 
    
                            myparent.activate mySelf 1 
    
                            set Busy to 1 
    
                    endif 
    
            endif
    
    end 
    
    
    begin Gamemode 
    
    ;What condition do you want for 'when' the light turns on? Just being in the cell?
    
            if  ( player.getitemcount KHDragonEgg01 <= 0 ) 
    
                    messagebox " Seems to be somit missing " 
    
            else
    
                    set EffectTime01 to (EffectTime01 + GetSecondsPassed) 
    
                    if EffectTime01 >= 10 
    
                            KHLightingEnergy01.enable 
    
                            KHLightingEnergy02.enable 
    
                            if EffectTime01 >= 200 
    
                                    KHPortalActivatorRef.enable 
    
                                    set DoOnce to 1 
    
                            endif 
    
                    endif 
    
            endif 
    
    
            if IsAnimPlaying == 0 
    
                    set Busy to 0    
    
            endif 
    
    end
    
    
    

    I made the script name bold to help with ID'ing them, they will NOT have that in game

    I didn't do this before cause I didn't want to make a long post seems ppl don't like long posts

    TriggerBox Script
    Last WallClaw Switch
    • Upvote 1
  16. Kia Ora

    Thank you again for that.

    yes your right PC should not need to enter the cell again,. if they do nothing needs to work

    after PC clicks on staff he/she is moved to an xmarker where they fight 2 guards,. then they click folowing:

    First WallClaw Switch

    this Switch is parented to a secret door (invisable wall) that needs to open it also needs to enable Telen and the Portal door,.. that portal is prarent to the linked door

    ( the lower opposite door) the idea being when it enables so does the linked door right?

    Lowering th invisable wall allows PC to got into that area where the Boss fight takes place after wich they actuvate triggerbox going up the stair to the last Wallclaw switch

  17. I may not have time to look at this today, there is a lot going on for me today.

    Disabled items do run their script. Such as a GameMode.

    The 'staff' only needs to teleport the player, so all the other stuff can be removed. You cannot 'activate' the staff when its disabled, so checking for the OnActivate and OnAdd will not work on the staff. So, I put the script on the stones instead.

    You made the global variable the correct way. It can now be used by ANY script from ANYWHERE. That is the beauty of global variables.

    When the player has 4 stones, what exactly is supposed to happen.

    I just changed the stones script since I am guessing you don't want the staff activated until 30 seconds after getting the last stone...

    Theres no rush at all I'm feeling really really blessed to have your help and it's in your time as your can thank you very very much your a gem man,.. thank you

    When the play has all 4 stones the staff activate sortly after as you have it than when player clicks staff he/she is moved the the xmaker ref

    so I guess the whole onadd part of the staff script is gone I screwed up big time there

    So as not to break stuff, double checking here

    I put this "SigelStones script" on each stone as it is or do I have to change a number for each stone

  18. Kia Ora

    thank you very very much for ALL this help I know it a lot of your time

    Just a wee Note I see i doubled up in sigilstone script and the warlockstaff,..

    Which is easyer for you and can a disabled item run a script? I have the staff checking player for stones then enabling

    that would be redundent after the sigilstone script right? I had an OnAdd checking for stones and OnActivate moving PC

    in the WarlockStaff script

    I may need help with that GlobalVariable I made one under Gameplay\Globals right its a short 0 value

    Do I just add that to each stone only editing the enable data and let it add one each time it's run, I'm thnking the 1 value stacks up to 4 them

    does what it has to

  19. Now I am totally confused.

    Perhaps you could say in english (instead of code) what you want to happen, and in what order...

    1. If player has 'egg' and enters cell, the the activator can be used.

    2. When #1 above happens, and the activator is used, the lights turn on.

    etc..

    Sorry Thought I had it clear,..

    This i fact the last script in this cell,.. so from the very start right through as it should happen

    The player enters and fight through a dungeon where he fights a beast and get a head (this ports PC up onto a floating rock where he/she finds a scroll and an egg. he/she then finds a tower with 4 shards on it that on activation enables a powersource (lighteningEnergy) and 4 sigilstones.

    When the Player has 4 stones it enables another powersource and a staff/activator, after activating the staff PC in moved to an xmarker and confronts 2 guards having killed them he/she activates a wallCaw switch that enable a portal and Telan (guard no; 3) and disables a secert wall door,. after killing Telan he/she can use the portal to get to a lower level and enter where the wall door is now gone to confront the Boss fight.

    When PC (after the fight) goes up the stairs it triggers (that triggbox script) 4 pillers that have LighteningEnergy and lightsources and on the back wall is a second wallClaw switch that when activated will enable 2 LightenEnergy beams and sortly after an activator enables.

    The scripts

    Theres 4 shard to click on to get 4 stones the lightening should no enable till the shard is clicked if the frame it is going to be high the lightenings could be

    disaibled after the stones are picked up

    The Shads script

    
    Scn KHDarkshard01Scr  ; 4 of these named DarkShard 01 02 03 04 to make them individual
    
    
    Short Busy
    
    Short DoOnce
    
    short active01
    
    short Timer01
    
    Ref KHEnergySource01
    
    Ref KHDarkWarlockSigilstone01
    
    Ref Target
    
    Ref myself
    
    
    begin onActivate
    
    
            if busy == 0
    
                    set target to getParentRef
    
                    set mySelf to getSelf
    
                    target.activate mySelf 1
    
                    playgroup forward 0
    
            endif
    
     endif
    
    End
    
    
    begin Gamemode
    
    
                            if KHDarkWarlockSigilstone01.GetDisabled == 1 && KHEnergySource01.GetDisabled == 1
    
                                    if active01 == 0
    
                                            return
    
                                    endif
    
                            if KHDarkWarlockSigilstone01.GetDisabled == 1 && KHEnergySource01.GetDisabled == 1
    
                                    if active01 == 1         && player.getitemcount DarkWarlockSigilstone01 <= 0                    
    
                                          KHEnergySource01.Enable
    
                                    KHDarkWarlockSigilstone01.Enable
    
                        Set DoOnce to 1
    
                    endif
    
            endif
    
    endif
    
            if  KHEnergySource01.GetDisabled == 0
    
                    if  (player.getitemcount DarkWarlockSigilstone01 >= 1 ) &&  (player.getitemcount DarkWarlockSigilstone02 >= 1 ) &&  (player.getitemcount DarkWarlockSigilstone03 >= 1 ) &&  (player.getitemcount DarkWarlockSigilstone04 >= 1 )
    
                            set Timer01 to (Timer01 + GetSecondsPassed)
    
                                    KHDarkWarlockStaffRef.enable
    
                                            set Timer01 to (Timer01 + GetSecondsPassed)
    
                                                    if Timer01 >= 30
    
                                                            set Timer01 to 0
    
                                                   if IsAnimPlaying == 0
    
                                          set Busy to 0  
    
                                            endif
    
                                    endif 
    
                  endif
    
            endif
    
    end
    
    
    
    I didn't know when was best to enable the Staff and it's Lightening,.. in the shard script or in the staff script
    
    
    Scn KHWarlockStaffScr
    
    
    Short DoOnce
    
    Short Stafftimer
    
    Short triggered
    
    Short effecttimer
    
    Ref KHActivatorRef
    
    Ref KHDarkWarlockStaffRef
    
    Ref KHTowerEnergyBlueLargeRef
    
    
    Begin OnAdd
    
    			if KHDarkWarlockStaffRef.Disable == 1 && player.getitemcount AncientWarlockScroll01 <= 0                
    
    		        Messagebox "Ummm,. Me tinks I be need'n something"
    
    	 			elseif triggered <= 1 && player.getitemcount AncientWarlockScroll01 >= 1
    
    					if player.getitemcount DarkWarlockSigilstone01 >= 1
    
    						if player.getitemcount DarkWarlockSigilstone02 >= 1
    
    							if player.getitemcount DarkWarlockSigilstone03 >=1
    
    								if player.getitemcount DarkWarlockSigilstone04 >= 1
    
    									KHTowerEnergyBlueLargeRef.Enable
    
    										set effecttimer to (effecttimer + GetSecondsPassed)
    
    									if (effecttimer >= 30)
    
    								 KHDarkWarlockStaffRef.Enable
    
    							Set Stafftimer to 1
    
     					    set triggered to 1
    
    					endif
    
    				endif
    
    			endif
    
    		endif
    
    	endif
    
    endif
    
    end
    
    
    Begin OnActivate
    
    						if player.getitemcount KHDragonEgg01 >= 1
    
    								KHTowerEnergyBlueLargeRef.enable
    
    									if (KHDarkWarlockStaffRef.Disable == 0)
    
    								set effecttimer to (effecttimer + GetSecondsPassed)
    
    							if (effecttimer >= 60) || (Stafftimer >= 1)
    
    						set effecttimer to 0
    
    					set DoOnce to 1
    
    				Player.moveto KHActivatorRef  ; this is an xmaker
    
    			endif
    
    		endif
    
    	endif
    
    end
    
    
    
    
    then PC will encounter the 2 guards kill them and find a wallClaw Switch this is the one the enables the portal and Telen as well as disables the secert wall
    
    
    scn KHPortalDoorClawSwitch01
    
    
    ; Activates Portal door and Telan
    
    
    ref myParent
    
    ref mySelf
    
    ref EffectTime02
    
    
    short Busy
    
    Short DoOnce
    
    
    begin OnActivate
    
    
               if Busy == 0 
    
                            playgroup forward 0 
    
                            set myParent to GetParentRef 
    
                            set mySelf to getSelf 
    
                            myparent.activate mySelf 1 
    
    			 if   player.getitemcount KHDragonEgg01 <= 0 
    
    					messagebox " Seems to be somit missing "
    
    						elseif  KHMagicPortalRef.GetDisabled == 1 &&  KHTelanRef.GetDisabled == 1
    
    							if player.getitemcount KHDragonEgg01 >= 1
    
    								set EffectTime02 to (EffectTime02 + GetSecondsPassed)
    
    									if EffectTime02 >= 1
    
    										KHMagicPortalRef.Enable
    
    									KHTelanRef.Enable
    
    								KHSecretwallRef.Disable
    
    							message "something just happened, what was it? "
    
    						set DoOnce to 1
    
    					endif
    
    				endif
    
    			endif
    
    		endif
    
    	endif
    
    end
    
    
    begin Gamemode
    
    
    		if  KHMagicPortalRef.GetDisabled ==1 &&  KHTelanRef.GetDisabled == 1
    
    			if IsAnimPlaying == 0
    
    				set Busy to 0	
    
    			endif
    
    		endif
    
    end
    
    
    
    After fighting Telen and using the Portal to get to a lower level to enter the last area and the Boss fight is over This is the triggbox script to trigger the 3 pillars
    
    
    sscn KHTriggerShrinePowerScr
    
    
    short triggered
    
    short next
    
    short busy
    
    short opened
    
    Short PowerTrig
    
    
    
    begin onTrigger Player
    
    
            if Triggered == 0 && player.getitemcount KHDragonEgg01 == 0
    
                return
    
                if player.getitemcount KHDragonEgg01 >= 1
    
                    set PowerTrig to (PowerTrig + getsecondspassed)
    
                        if ( PowerTrig >= 5 ) 
    
                            KHLightingEnergy05Ref.enable
    
                                KHLightingEnergy06Ref.enable
    
                                    if ( PowerTrig >= 15 )
    
                                        KHLightingEnergy03Ref.enable
    
                                            KHLightingEnergy04Ref.enable
    
                                           if PowerTrig >= 30
    
                                        Message  " Ooops,.  I've activated some Power source by the looks "
    
                                set triggered to 1
    
                            set next to 1
    
                        endif
    
                    endif
    
                endif
    
            endif
    
        endif
    
    end
    
    
    Begin Gamemode
    
    
        if KHLightingEnergy01.GetDisabled == 1 && KHLightingEnergy02.GetDisabled == 1
    
            if busy == 1 && isAnimPlaying == 0
    
                set busy to 0
    
            endif
    
        endif
    
    end
    
    
    
    
    
    After that PC finds the last wallClaw Switch and the trigger has enable the 4 pillars Clicking the last wall switch enables the last 2 lightenEnergy beams and sortly after the activator Again to save on frame hits the lightening could be diable once the activator is enabled just leaving the activator to activate the Doors outside and move PC to an outside marker. (when I get that far, I still need finish this stuff)
    
    
    scn KHActivatorClawSwitch01 
    
    ref myParent 
    
    ref mySelf 
    
    float EffectTime01 
    
    
    short Busy 
    
    short DoOnce 
    
    
    begin OnActivate 
    
            if (KHLightingEnergy01.GetDisabled == 0)
    
                    set EffectTime01 to 0 
    
                    set DoOnce to 0 
    
                    if Busy == 0 
    
                            playgroup forward 0 
    
                            set myParent to GetParentRef 
    
                            set mySelf to getSelf 
    
                            myparent.activate mySelf 1 
    
                            set Busy to 1 
    
                    endif 
    
            endif
    
    end 
    
    
    begin Gamemode 
    
    ;What condition do you want for 'when' the light turns on? Just being in the cell?
    
            if  ( player.getitemcount KHDragonEgg01 <= 0 ) 
    
                    messagebox " Seems to be somit missing " 
    
            else
    
                    set EffectTime01 to (EffectTime01 + GetSecondsPassed) 
    
                    if EffectTime01 >= 10 
    
                            KHLightingEnergy01.enable 
    
                            KHLightingEnergy02.enable 
    
                            if EffectTime01 >= 200 
    
                                    KHPortalActivatorRef.enable 
    
                                    set DoOnce to 1 
    
                            endif 
    
                    endif 
    
            endif 
    
    
            if IsAnimPlaying == 0 
    
                    set Busy to 0    
    
            endif 
    
    end
    
    
    

    I didn't do this before cause I didn't want to make a long post seems ppl don't like long posts

    WarlockStaff
    First WallClaw Switch
    TriggerBox Script
    Last WallClaw Switch
  20. Kia Ora

    Maybe the easyest way to answer this is to comment it,.. BTW somit is English dialog for something,.. think its Londoners from menory

    The Lightening is the SE08PowerEnergy.nif the activator is a spell shrine from Loast spires made into a standard Activator

    
    scn KHActivatorClawSwitch01 
    
    ref myParent 
    
    ref mySelf 
    
    float EffectTime01 
    
    
    short Busy 
    
    short DoOnce 
    
    
    begin OnActivate 
    
            if (KHLightingEnergy01.GetDisabled == 0)
    
                    set EffectTime01 to 0 
    
                    set DoOnce to 0 
    
                    if Busy == 0 
    
                            playgroup forward 0 
    
                            set myParent to GetParentRef 
    
                            set mySelf to getSelf 
    
                            myparent.activate mySelf 1 
    
                            set Busy to 1 
    
                    endif 
    
            endif
    
    end 
    
    
    begin Gamemode 
    
    ;What condition do you want for 'when' the light turns on? Just being in the cell?   ;<------ just nee the Lighten to enable like a power supply starting up and then the Actvitor enables a sort time after
    
            if  ( player.getitemcount KHDragonEgg01 <= 0 )                               ;  <--------- if the player has no egg nothing happens or he get message 
    
                    messagebox " Seems to be somit missing "                            ; <------------ something to let PC know they need something esle
    
            else
    
                 if  ( player.getitemcount KHDragonEgg01 >= 1 )                          ; <------------------ if they have the egg the lightenling enables
    
                    set EffectTime01 to (EffectTime01 + GetSecondsPassed) 
    
                    if EffectTime01 >= 10 
    
                            KHLightingEnergy01.enable 
    
                            KHLightingEnergy02.enable 
    
                            if EffectTime01 >= 200 
    
                                    KHPortalActivatorRef.enable                                    ; <---------------- the Activator enables ready for clicking
    
                                    set DoOnce to 1 
    
                            endif 
    
                    endif 
    
            endif 
    
    
            if IsAnimPlaying == 0 
    
                    set Busy to 0    
    
            endif 
    
    end
    
    
    

    there will be a script on the KHPortalActivatorRef later to enable to portal Doors and move the payer to an xmaker outside, these doors will be the means to get up to a floating city

    and back down again in Summset.

    Does that answer you question?

  21. Kia Ora

    Wow my head hurts,.. I'm not sure I'm getting this so I'll try somit should be more straight forward and come back to those

    
    
    Scn KHDarkshard01Scr
    
    
    Short Busy
    
    Short DoOnce
    
    short active01
    
    short Timer01
    
    Ref KHEnergySource01
    
    Ref KHDarkWarlockSigilstone01
    
    Ref Target
    
    Ref myself
    
    
    begin onActivate
    
    
    	if busy == 0
    
    		set target to getParentRef
    
    		set mySelf to getSelf
    
    		target.activate mySelf 1
    
    		playgroup forward 0
    
    	endif
    
     endif
    
    End
    
    
    begin Gamemode
    
    
    			if KHDarkWarlockSigilstone01.GetDisabled == 1 && KHEnergySource01.GetDisabled == 1
    
    				if active01 == 0
    
    					return
    
    				endif
    
    			if KHDarkWarlockSigilstone01.GetDisabled == 1 && KHEnergySource01.GetDisabled == 1
    
    				if active01 == 1	 && player.getitemcount DarkWarlockSigilstone01 <= 0			
    
    				      KHEnergySource01.Enable
    
    				KHDarkWarlockSigilstone01.Enable
    
    		    Set DoOnce to 1
    
    		endif
    
    	endif
    
    endif
    
    	if  KHEnergySource01.GetDisabled == 0
    
    	 	if  (player.getitemcount DarkWarlockSigilstone01 >= 1 ) &&  (player.getitemcount DarkWarlockSigilstone02 >= 1 ) &&  (player.getitemcount DarkWarlockSigilstone03 >= 1 ) &&  (player.getitemcount DarkWarlockSigilstone04 >= 1 )
    
    			set Timer01 to (Timer01 + GetSecondsPassed)
    
    				KHDarkWarlockStaffRef.enable
    
    					set Timer01 to (Timer01 + GetSecondsPassed)
    
    						if Timer01 >= 30
    
    							set Timer01 to 0
    
    					       if IsAnimPlaying == 0
    
    			              set Busy to 0  
    
    					endif
    
    				endif 
    
    	      endif
    
    	endif
    
    end
    
    
    

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