Starting a scene?

Post » Tue Jun 19, 2012 2:43 am

Soooo, i've got the scene tutorial done and ready but i haven't been able to start the scene.

Can anyone help me out?

I don't understand how you can start it using a script, where should you put it for example?
I don't really get the "Begin on quest start" box on the scene tab, it does nothing for me.

Thanks
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sara OMAR
 
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Post » Tue Jun 19, 2012 5:15 am

Bump
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benjamin corsini
 
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Post » Tue Jun 19, 2012 5:46 am

mee too need help about this
after quest start (dialog), i need start scene (npc go near a door and open)
i make dialog and scene but after dialog i dont know how can start the scene :(

looking other quest(ms12-white phial-in windhellm) i see in 'player dialogue' tab (MS12QuintusRepairingPhialBranch - quintus repair phial) open topic info about that and in the bottom window in group 'Scrips' the tab 'end:' there is DeathScene.Start()...
I suppose this start scene :), but I dont understand how refer 'DeatScene' to (MS12NurelionQuintusArgueScene - in tab scene)

if someone know speek pls eheh i become crazy from 2 days!
thx
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Dorian Cozens
 
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Post » Tue Jun 19, 2012 5:01 am

Bump please! do any of the beth devs watch the forums?
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Milagros Osorio
 
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Post » Mon Jun 18, 2012 9:41 pm

There's no need to call devs for that. Whether you want to start a scene at the end of the dialogue (I think it's the simplest solution) or through some other script, it works the same. Create a property. Use http://www.creationkit.com/Start_-_Scene function. In dialogues you can just write a semicolon (;) which does nothing, then compile. It will create a blank script called TIF__somenumbers. I think you have to click OK and then open the info again. Now select your script and click on the button that says "Properties". Create a new property, type Scene, choose your scene's ID from a dropdown list, name it "Scene" or whatever.

I guess you can also simply declare a property in script (you still have to fill it in Properties menu), though for some reason that only occured to me now.

Now just write YourScene'sProperty'sName.Start().

So that's for dialogue but it looks basically the same when you try to start the scene somewhere else:

Scriptname SceneScript extends ThatDependsScene Property Scene1  AutoEvent OnWhateverYouChoose()Scene1.Start()EndEvent


PS. Tito_to, you should read tutorials on Creation Kit Wiki but if you still have doubts after my explanation: in order to link "DeathScene", which is a Property, to "MS12NurelionQuintusArgueScene", which is an object... well... you obviously have to set Properties!
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quinnnn
 
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Post » Mon Jun 18, 2012 3:38 pm

thx universal, i start understand...
it's something like a constructor but I would have liked more of an approach like cs not vb eheh (I joke), is good set ck :thumbsup:
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Portions
 
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Post » Tue Jun 19, 2012 7:06 am

Thanks universal, i still kinda get lost with all the new info. Giving it a try now...
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Mark Churchman
 
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Post » Tue Jun 19, 2012 4:29 am

Does your scene have dialogue? If so, when you start and test it, could you say whether it worked? I'm having an issue with this you can read about here: http://www.gamesas.com/topic/1348321-2nd-scene-troubles-dialogue-wont-fire
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Milagros Osorio
 
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