Beginner Qs: Moving ride-able platform possible?

Post » Wed Jun 20, 2012 3:18 am

I'm new to modding and making stories for the game.. I really enjoy it so far. But I'm stuck.

I've been working on a mod, the entire quest works fine (NPC dialog, stages, reward, etc.) But I want to have moving platforms for my player to ride on in my dungeon. Some platforms moving in the Z and some moving in the XY planes. Some are controlled by time and some controlled by switches. Maybe even have some disappear after a couple seconds so that the player has to move fast and cant go back.

Can it be done?

I am not very familiar with papyrus and scripting (I only know what is needed to advance a player through a basic quest line, but I'm learning) so please try to keep the jargon talk at my level :) (dumb it down for me)...

On a side note; I also want to a door to shut and lock behind the player once they enter a room so that they cannot escape the room until the room's monsters are dead. How would I do that?


Thank you for any help you give!
Joe
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Quick Draw
 
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Post » Wed Jun 20, 2012 12:41 pm

On a side note; I also want to a door to shut and lock behind the player once they enter a room so that they cannot escape the room until the room's monsters are dead. How would I do that?

Put a trigger area inside the door (see primitives on the CK wiki) and link that to a script. Have the script call the door's OnActivate method, followed by calling Lock on it. You can probably make the door a linked reference to the trigger, and get its reference that way. Or use a property, but linkedref is probably better
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Tessa Mullins
 
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Post » Wed Jun 20, 2012 3:01 am

This game engine is AWFUL at moving objects with the player or other toons standing on them...it's not like HL where moving objects automatically move the player with them smoothly and reliably. I tried moving an object around, but my character kept inching towards the trailing edge of the object until he fell off.
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Rob Smith
 
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Post » Wed Jun 20, 2012 7:19 am

Redwood Elf: That svcks... hey thanks for the straight-forward answer. Could some kind of collision box help push you along?

DocClox: What is the object name in CK of the trigger box you would use? Like I said, I'm new at this... what is the OnActivate method? how do you use linkedref? Is there a tutorial that I can follow to learn all that stuff?
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jessica Villacis
 
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Post » Tue Jun 19, 2012 11:57 pm

http://www.creationkit.com/Creating_Primitives

Double click the box and you should get a dialog with a scripts tab. You can add a script from there. Give it an OnTrigger method and the function will be called when the player walks into the trigger area. And possibly anyone else as well, but one thing at a time.

Linked references is another tab in the dialog. You can set that by double clicking the box in the linked ref tab, choosing pick reference in render area and then double clicking on the door. There's a get linked reference method you can use to get the ref back in papyrus

http://www.creationkit.com/OnActivate_-_ObjectReference

That's onActivate. You;d be calling it here on the door ref rather than defining it to be called.

Check out the tutorials on the CK wiki. They're pretty good. The dungeon design one has all sorts of useful stuff including how to set linked references. The scripting one tells you about OnActivate and related issues.
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Marnesia Steele
 
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