Making an actor "disabled", unable to talk, not movi

Post » Tue Nov 20, 2012 12:09 pm

Hello and happy Skyrim day fellow modders.

Is there a way I can make an actor be still, as though dead, ignoring all interaction? I'm not sure if my answer lies in scripting, or in setting up the actor itself.

Any help appreciated :)
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roxxii lenaghan
 
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Post » Tue Nov 20, 2012 9:36 am

You could create a do nothing package. Make a package and give it just a wait procedure. Then in the flags tab untick all the flags.
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Jade Muggeridge
 
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Post » Tue Nov 20, 2012 12:30 pm

ActorRef.EnableAI(false)ActorRef.SetGhost()

Those two functions are what is used in the vanilla mannequin. I'm not too sure how easy it'll be to pose him.

Hope it helps
- Hypno
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Cheville Thompson
 
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Post » Tue Nov 20, 2012 1:29 pm

I do not think you want to set ghost, that will make it so no attacks can hit the actor.

Do you want them on the ground as if dead or standing up still alive as if stupefied?

If stupefied use CONSTRAINED instead. I cannot seem to find the function on the wiki, but I do have it in a few of my scripts so I will look it up and post here once I get home unless someone beats me to it.


ActorRef.EnableAI(false)ActorRef.SetGhost()

Those two functions are what is used in the vanilla mannequin. I'm not too sure how easy it'll be to pose him.

Hope it helps
- Hypno
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jason worrell
 
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Post » Tue Nov 20, 2012 10:50 am

I was trying to make an actor into a kind of practice dummy. I kind of have it at the moment with a wolf, but he becomes enemy (red dot on compass) after a few hits lol. So it doesn't seem to work well.

Plus Doesn't Bleed doesn't work, unless Enhanced Blood breaks it :shrug:

If you have anything to offer that could help I'd appreciate it mate :)
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Marcia Renton
 
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Post » Tue Nov 20, 2012 8:10 am

I don't think I want to know what you're up to that involves requiring a real petrified actor for use as a target dummy. LOL.
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Kevin Jay
 
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Post » Tue Nov 20, 2012 5:32 pm

I was trying to make an actor into a kind of practice dummy. I kind of have it at the moment with a wolf, but he becomes enemy (red dot on compass) after a few hits lol. So it doesn't seem to work well.
maybe putting him in some player-friendly faction plus checking "ignore friendly hits" would help? (and/or ignore combat)
and for your actual problem, maybe some unlimited-time-paralyze-spell...?
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Elisha KIng
 
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Post » Tue Nov 20, 2012 9:17 am

Here you go:

SetRestrained(true)


I was trying to make an actor into a kind of practice dummy. I kind of have it at the moment with a wolf, but he becomes enemy (red dot on compass) after a few hits lol. So it doesn't seem to work well.

Plus Doesn't Bleed doesn't work, unless Enhanced Blood breaks it :shrug:

If you have anything to offer that could help I'd appreciate it mate :smile:
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gandalf
 
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Post » Tue Nov 20, 2012 3:15 am

Here you go:

SetRestrained(true)

Thanks mate ill have a play :)
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Sarah Unwin
 
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Post » Tue Nov 20, 2012 9:46 am

You'll also want to make sure that they stay in the spot.

Like for the vanilla mannequin's, add an xmarkerheading where you want your actor to be and then add it as that actorRef's linked ref.

Attach the following script to the Actor's base object:

Scriptname PracticeDummyScript extends ActorActor dummy = self as ActorObjectReference dummyMarker = self.GetLinkedRef()Event OnCellAttach()   DummyInit()EndEventFunction DummyInit()   dummy.MoveTo(dummyMarker)   dummy.EnableAI(false)   dummy.SetRestrained(true)EndFunction

- Hypno
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Dan Scott
 
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Post » Tue Nov 20, 2012 5:35 pm

:no: SetRetrained will do all that already. They are not allowed to move and their arms (entire body) is frozen. The only thing I think may move MAY be the eyes and head.

That is why it is not used on the vanilla mannequin's, but IS used on live actors when you want them "stupefied".



You'll also want to make sure that they stay in the spot.

Like for the vanilla mannequin's, add an xmarkerheading where you want your actor to be and then add it as that actorRef's linked ref.

Attach the following script to the Actor's base object:

Scriptname PracticeDummyScript extends ActorActor dummy = self as ActorObjectReference dummyMarker = self.GetLinkedRef()Event OnCellAttach()   DummyInit()EndEventFunction DummyInit()   dummy.MoveTo(dummyMarker)   dummy.EnableAI(false)   dummy.SetRestrained(true)EndFunction

- Hypno
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rae.x
 
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Post » Tue Nov 20, 2012 6:52 am

:no: SetRetrained will do all that already. They are not allowed to move and their arms (entire body) is frozen. The only thing I think may move MAY be the eyes and head.

That is why it is not used on the vanilla mannequin's, but IS used on live actors when you want them "stupefied".

Ah, fair do's.

Was sitting at work, bored and remembered that I made a thread a while ago which dealt in a similar subject. So I regurgitated the relevant parts that Amethyst Deceiver gave me back then. (BTW, where is that guy?)

"You learn something new everyday" or so the saying goes. Cheers for the info mate :)

- Hypno
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Rude Gurl
 
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Post » Tue Nov 20, 2012 4:09 pm

mmm...I wonder if doing ALL of that together (what Hypno said to do PLUS my SetRestrained) would stop the mannequin's, from walking around when you are not in the cell?

Guess not or Bethesda would be doing that now huh?
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Ashley Tamen
 
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