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Posts posted by Kiwi-Hawk
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Kia Ora
Thank you very very much people your all a great help
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Kia Ora
I got Stroti's TreeBench seat down and would like to make it into Funiture so maybe we can make a tutotial
of how to do this if somebody has the time
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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
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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
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If you changed the 'trigger' condition to Tiras being dead, it should not activate until he is dead.
Not sure why but they are sparking up as soon as I coc,.. I added a couple of shots from CS hoping to show you more of the lay out
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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?
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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?
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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
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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?
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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
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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?
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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
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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
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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
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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
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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
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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 pillarssscn 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.enablescn [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 ScriptLast WallClaw Switch- 1
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Kia Ora
Just a wee message to say thank I did a wee run through and it's all choice so far
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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
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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
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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
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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 scriptScn 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 wallscn 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 pillarssscn 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
WarlockStaffFirst WallClaw SwitchTriggerBox ScriptLast WallClaw Switch -
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?
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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
Heightmap editor questions
in Worldbuilding
Posted
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