3 more Questions

Post » Sun Nov 18, 2012 8:19 pm

And here i am again. Sorry. I have 4 more problems, then my mod should be more or less finished. Sadly this 3 questions are rather hard ones.

1. The easiest one. How do i display a globalvariable in a message? I want statistics to be displayed in a textbox when i cast a spell. This way i don't have to change the menu.

2. I want a self-spell to trigger when the player kills a friend. by now i got that i need to do a "if killed guy is in friendfraction" that isn't the problem, but it is a self-spell so i can't simply get a target. I could use GetCombatTarget() but how can i get his death so that it is triggered when the actor dies?

3. My biggest and most complex problem. Can i spawn something arround me? I want a ripcage to be summoned arround me when i use a spell to shield me. That isn't too terrible, i could make it a armor. But my second level of the spell would include summoning a big skeleton or it's upper body arround me that would move with the caster and use it's weapon when the caster does swing his weapon. What i want is pretty much exactely this:

http://iblos3om.files.wordpress.com/2011/02/sasukesusanooincomplete.png (Note the caster shielded at the bottom)

Is there a way to do this, or is it too complex?
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koumba
 
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Post » Sun Nov 18, 2012 6:11 pm

1) You're right, nice and easy (just add a debug.messagebox to the second example script): http://www.creationkit.com/Global

2) There is an OnDeathEvent you can put on the NPC (dynamically attaching scripts, if you have to): http://www.creationkit.com/OnDeath_-_Actor and http://www.creationkit.com/Dynamically_Attaching_Scripts

OR, you could use Story Manager ... but if you have never used SM before you might find it frustrating (there is an "Kill Actor" Event)

3) Damn, that is going to be tricky. It's easy to get a summoned dude (just a Summon Spell), but then no where near as easy to get it to follow and mimic the player (which reminds this old-person of an Iron Maiden album cover of the early 1980s ... prizes for album title :wink:)

You could make a "puppet"; indeed, I'm sure someone already has done? ... but it would be very difficult to script. Getting it to follow the player is easy enough (Follow Package), getting it to always be "cloaking" the player will be much harder (if not impossible). Making the Summoned a ghost will help (then player and cloak can be in same spot)

If you are really lucky, someone who has done this already can point you at the necessary scripts (which will be long and detailed, I should imagine).

Best of luck with getting anywhere near what you imagined! (Cool idea :smile:)
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Leilene Nessel
 
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Post » Sun Nov 18, 2012 4:19 pm

1) Global Variable in MessageBox:
Debug.MessageBox("GLOB value: " + GLOB.GetValue())
See also: http://www.creationkit.com/Show_-_Message
2) Fill a ReferenceAlias with GetCombatTarget(), then you can catch their death http://www.creationkit.com/index.php?title=Special%3ASearch&search=OnDeath&go=Go style before, http://www.creationkit.com/Clear_-_ReferenceAliasing the alias for the next time, perhaps.
3) I'd use an L_NavCut collision sphere and have it follow the player via periodically using http://www.creationkit.com/TranslateToRef_-_ObjectReference. Actors will take steps back when you take steps forward, apparently repelled by the armor/cloud ...thing.

h4vent: http://upload.wikimedia.org/wikipedia/en/1/1f/Iron_Maiden_-_The_Number_Of_The_Beast.jpg?
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Lisha Boo
 
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Post » Sun Nov 18, 2012 5:36 pm

h4vent: http://upload.wikimedia.org/wikipedia/en/1/1f/Iron_Maiden_-_The_Number_Of_The_Beast.jpg?
[img]http://i.thestar.com/images/af/e3/c48cbc7e4c91b4021f4e2e2f4c5f.jpg[/img]
Question too easy for one I hadn't started to eat :wink:

(Oh how I loved that album :smile: I still have the vinyl, but it's so scratched my usb-turntable-thingy won't get through any of the tracks to digitise it ... even with a 50-cent piece on the pick-up arm!!)
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AnDres MeZa
 
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Post » Sun Nov 18, 2012 1:00 pm

3)http://www.creationkit.com/SetPlayerControls_-_Actor

Maybe this does what you want?
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Tamika Jett
 
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Post » Sun Nov 18, 2012 8:09 am

OK so
1. SOunds really easy. I think i should be able to do this pretty easily. Thanks :smile:As a little question if i use the debug.messagebox command is there a way to start a new line instead of having everything displayed in a single line?

2. The problme with this one is that it doesn't matter who is killed as long as it is a innocent NPC. It could be any villager. Since onDeath Events only catch the own death i would have to attach my script to pretty much every npc in the game. That would be a lot of trouble and prolly cause incompatibilities with other mods that change any npc.

3. Setplayercontrols would do a lot of good for me. Although as far as i know it would switch the controls, so that the player would just stay and not move anymore while i basically "play" as the summoned beeing.

But instead of trying to make the skeleton mimic the player and move with him, how about setting the playercontrols, and then making the player be moved with the skeleton instead? If i make it ghost the player should be able to be in it. That might work shouldn't it?
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Theodore Walling
 
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Post » Sun Nov 18, 2012 8:53 pm

2. See Dynamically attaching Scripts to NPCs: http://www.creationkit.com/Dynamically_Attaching_Scripts

(It's quite hard to understand what is going on, but read through it a few times. It means you can have scripts on NPCs without actually editing the NPC - it happens at run time. So this stops you having to edit every NPC in game to do what you want.)

3. I'm sorry mate - That one wrecks my head! Best of luck having a go at it :)
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Cedric Pearson
 
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Post » Sun Nov 18, 2012 1:27 pm

Hm that seems rather complicated, and i don't know if this is usefull because it is only used for one single event, that is to grant a power to the player if he kills a innocent. that seems like getting the nuke for killing an ant. I guess i will just rewrite the story to use a ritual dagger and using the ebony blades way of working. That might be the easier way to do it.
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Donatus Uwasomba
 
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Post » Sun Nov 18, 2012 9:48 am

Ok to the 3 i know the solution:

I will change it. Instead of the huge thing, i will make it summoned armor and weapons. I would have loved to make it the real deal, because it would have been awesome, however i thought this way it would be
1) Easier, alot. Summoning stuff is easy. My Plans were close to non-accomplishable.
2) Handier. It is easier to control and use, and easier to animate.
3) Clipping. That is, the huge thing would look awesome in the open field. BUt anywhere else it would look awfull. Mountains would make it have clipping, walking down a mountain would make it see-trough from below and make it rather ugly, and in ruins and small caves, or any interior really except of huge halls it would look completely awfull, vanishing here and there and making it quiet unplayable.

So i think it might be the best, not only for me as modder but also for the player in the end.But may i ask if it is possible to make a armor seetrough but not the player? I have seen a mod that gives the armor a ghost texture, like if he was a ghost. Is there a way to do that but keep the player himself as usual?
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Cat
 
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Post » Sun Nov 18, 2012 5:40 am

The Blue-Shiny effect that Actor Ghosts have is done with the Shaders.

However, I suspect those shaders can only be applied to Actors (whatever they are wearing), not just the Outfits. However, I've never tried, so it is worth you testing.

Search on here for a thread about "Detecting Ghosts" ... that should get you started on the shaders thing (if you can find it ... was about a month ago, I think)
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Julie Serebrekoff
 
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