Location of Twin Actors conception idea ? Question for exper

Post » Sat Nov 17, 2012 10:42 pm

Would it be possible to have an actor standing some where and cause another twin of that actor to occupy the exacts same spot when called upon so that the effect would be one actor at some point steps out of or separates from the other actor ?
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Sat Nov 17, 2012 10:06 am

You could just create two references of the same actor, one in the world and one in an interior cell somewhere. Then just use the MoveTo function to move the second one directly on the coords of the first one. Due to collision, they'll both walk away from eachother, "spawning" two actors.
User avatar
carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Post » Sat Nov 17, 2012 10:23 pm

You should be able to using the script function setGhost() on one of them; probably the one that's standing still... but which ever one you want to be able to interact with the earliest. What I mean by earliest is that you can't setGhost(false) until the actors have 'separated'.. because doing so beforehand may cause them to visibly studder as their collisions collide. Once the one steps away from the other, you can unghost the other - probably easiest through a looping check using getDistance between them. Once the one is like 40gu or so away, the script would unghost the other.

I don't have something that elaborate (which really ISN'T that complicated.. a few lines of code maybe), but I do use setGhost to have 'overlapping' actors in my Gokstad mod. If User chooses a certain viewtype, it moves Player to the same spot where Player's horse would be on the ship - so I ghost one of them and setAlpha(0) to hide the fact that they're 'coexistent' heheheh. When the sailing stop-sequence is triggered, Player is moved to another spot before unghosting and cranking back up the alpha.
User avatar
[Bounty][Ben]
 
Posts: 3352
Joined: Mon Jul 30, 2007 2:11 pm


Return to V - Skyrim