How it works in my script, is after the script has chosen what pelt to use, it places a sample of it at an X Marker, and then tells the quest alias what it is, so the quest can track it. Video of how it works here - http://www.youtube.com/watch?v=Tgm5O5BR7Pw. It also chooses at random how many to get, but that's nothing to do with my next idea.
What I'm looking at doing is maybe implementing a series of random Kill Animal quests, using my existing system for random pelts. This will save me time designing each one individually, and will help make a dozen little quests to fill the gaps between big ones. Here is the snippet of script which chooses the object, and places the chosen pelt on the marker:
Spoiler
Function Startup()TargetCount = Utility.RandomInt(MinSkins, MaxSkins)HISJL1RWHideTotal.value = http://forums.bethsoft.com/topic/1410316-place-an-object-as-initially-disabled/TargetCountfloat CurrentCount = Game.GetPlayer().GetItemCount(TargetSkins)HISJL1RWHideCount.Value = CurrentCountUpdateCurrentInstanceGlobal(HISJL1RWHideCount)UpdateCurrentInstanceGlobal(HISJL1RWHideTotal)TargetSkinsIndex = Utility.RandomInt(1, 3)if (TargetSkinsIndex == 1)TargetSkins = GoatHideelseif (TargetSkinsIndex == 2)TargetSkins = DeerHideelseif (TargetSkinsIndex == 3)TargetSkins = CowHideelseTargetSkinsIndex = 1TargetSkins = GoatHideendifif (TargetCount <= 0)TargetCount = 10endif HISJL1RWHideActual.SetValue(TargetSkinsIndex)ObjectReference pelt = SamplePeltSpawnPoint.GetReference().PlaceAtMe(TargetSkins)SamplePelt.ForceRefTo(pelt) SetStage(10)endFunction
At the bottom is the bits of code that place the chosen pelt. Now it would be really easy I believe to substitute TargetSkins (whatever Pelt the script chooses) for an Actor, for example EncWolf, or EncBear. And instead of the marker being in a hidden interior cell away from view, the marker could be out in the world. When the script chooses an animal, it places it on the marker, and tells you to kill it.
My question (although it took a while for me to get there) is how do I place the object as initially disabled, so that I can later use a Alias_Animal1.GetReference().Enable() script to enable to object? Is that even possible? The reason is because if I place the animal near a public area, it could very well be dead by the time the player reaches it. Also if I want to add "tracking" along the way, I only want the animal to exist after a certain point in the quest.
Thanks for the help guys
