How to make playerobject disappear?

Post » Tue Jun 19, 2012 7:24 am

How to make a player or object disappear and reappear????

I already tried SetAlpha and that is very buggy as it does not render correctly when you set an object back to visible (reappear) - SetAlpha(1.0)

Any other ideas......
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Lalla Vu
 
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Post » Tue Jun 19, 2012 6:18 am

How to make a player or object disappear and reappear????

I already tried SetAlpha and that is very buggy as it does not render correctly when you set an object back to visible (reappear) - SetAlpha(1.0)

Any other ideas......

You could store it's location and rotation information, then move it somewhere else with MoveTo, and to bring it back, do another MoveTo and pass it the stored information.....
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Jeff Tingler
 
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Post » Mon Jun 18, 2012 8:38 pm

For everything apart from the player you should be able to just disable it.
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Mizz.Jayy
 
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Post » Tue Jun 19, 2012 4:18 am

You can use disable/enable functions (http://www.creationkit.com/Disable_-_ObjectReference, http://www.creationkit.com/Enable_-_ObjectReference) but if you want to make an object invisible (your post isn't clear about this) I don't think that's possible (unless you create a new object with no mesh but a collision box?). With player, of course, you can just use the spell (-effect) of invisibility.
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RObert loVes MOmmy
 
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Post » Tue Jun 19, 2012 1:11 am

You can use disable/enable functions (http://www.creationkit.com/Disable_-_ObjectReference, http://www.creationkit.com/Enable_-_ObjectReference) but if you want to make an object invisible (your post isn't clear about this) I don't think that's possible (unless you create a new object with no mesh but a collision box?). With player, of course, you can just use the spell (-effect) of invisibility.

Is there any way to adjust collision box size? We could fix Barbas!

(Edit): OK, "Fixed" may not be the best term to use for a dog-person...
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CSar L
 
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Post » Tue Jun 19, 2012 1:20 am

I guess you can do that in Nifskope or maybe Blender/3ds Max... I don't really know. You can't do that sort of thing in CK for sure.
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Robyn Howlett
 
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Post » Tue Jun 19, 2012 9:06 am

I guess you can do that in Nifskope or maybe Blender/3ds Max... I don't really know. You can't do that sort of thing in CK for sure.

So you can change the visual size of an object with SetScale...but you can't adjust the collision box to match it? That's just dumb! Especially since if you scale an object in the render window to place it in a cell, it's collision box DOES adjust.

There obviously IS a way to change the scale and collision info...in the CK...just not sure why they wouldn't make the collision info automatically adjust with SetScale...
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Nany Smith
 
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Post » Mon Jun 18, 2012 7:08 pm

OK, sorry but I don't have any idea what you're talking about. I'm pretty sure a collision box scales with an object. But the thing is -- you can't actually edit it in CK. From what I know you can't keep the same model at the same size but change a collision box while using just this program.

I don't know what is supposed to be an issue with Barbas. It is the dog from the deadric mission? I never had any problems with him.
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KIng James
 
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Post » Tue Jun 19, 2012 5:52 am

I think the problem they're refering to (which actually applies to all dog followers I believe) is that his hitbox is very large, much larger than his model visually, so he'll take arrows and such that are nowhere near his physical hitbox. Plus, when he's following you he'll continuously run into you and push you around when you stop because he can't get close enough to you without bumping you with his giant hitbox.
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jason worrell
 
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Post » Tue Jun 19, 2012 4:09 am

Oh, OK. I understand, although I have really never had many problems like that.

Well, the dogs have Scale 1.0 (in all probability), they're just small. It's nothing to do with SetScale, it's about their collision box being set as to big and you can't edit it in CK. When you change Scale, the collision box will get accordingly bigger or smaller, but the proportions between it and the dog mesh will always be the same.
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Jonathan Montero
 
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Post » Tue Jun 19, 2012 7:56 am

My problem (and reason for posting) is this.... i made a 1st person horse riding mod but for the mod to work correctly the player (dragonborn) needs to be invisible when mounted.... otherwise the players outline is shown.... and then needs to be made visible after dismount.

So far I call player.SetAlpha(0) on mount and player.SetAlpha(1.0) on dismount which works somewhat but skyrim acts buggy when I do this.... I need another way.....

If you SetScale to 0.0 the horse starts to fly lol.....
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helen buchan
 
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Post » Tue Jun 19, 2012 6:58 am

I've tested Setscale...Try Game.Getplayer().SetScale(4.0) and try walking under something like an archway (The trelisses around the tree in whiterun for example) around your new waist height that your normal size could walk through...it will pass right through your waist.
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Maya Maya
 
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