Weather triggered event?

Post » Sun Nov 18, 2012 5:04 pm

Hi how can I do so that a quest can be triggered only when a certain weather condition happens.? Like a heavy storm.?
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Stephanie Nieves
 
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Post » Sun Nov 18, 2012 9:56 pm

http://www.creationkit.com/Weather_Script

Two or three events you could use to act as a trigger - Just have an OnUpdate ... or something similar ... event on, say, the player that checks for the particular weather (or change to/from) you want
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Hilm Music
 
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Post » Sun Nov 18, 2012 11:34 pm

thats not an event , I mean SM event nodes that can trigger the start of a quest under condition of weather , not usefull to get weather , as I do not need to know if is raining or not but trigger an event when this will happen in the region ... a get event running would need to constantly run all timechecking for the weather while the event sm node should trigger onlywhen weather happens ...
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Justin Hankins
 
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Post » Sun Nov 18, 2012 6:15 pm

OK. Well... **http://www.creationkit.com/Condition_Functions for "Weather"**

You have two condition functions at your disposal relating to weather. That's it. Otherwise your only option is to trigger the next stage of the quest manually through the OnUpdate() block. Checking every few seconds for the current weather type isn't going to kill the game.
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Jessie Rae Brouillette
 
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Post » Sun Nov 18, 2012 7:33 pm

and if you are desperate to use Story Manager, you could. Any of the methods jon suggests and then using this function to start the SM: http://www.creationkit.com/Script_Event
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Tiffany Castillo
 
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Post » Mon Nov 19, 2012 1:18 am

Perhaps better. Wait. For the. Fix of the bugs for. Further quest making...
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vicki kitterman
 
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Post » Sun Nov 18, 2012 8:47 pm

Perhaps better. Wait. For the. Fix of the bugs for. Further quest making...
I'm still working on stuff. Just making sure all quests are started via Script. I haven't experienced any problems, myself, so long as I have stuck to that rule.

The other thing I was working on is on hold, though ... because it does use lots of currently bad ways to start quests and check locations and so on.

So I guess it depends on what you are working on?
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Sherry Speakman
 
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Post » Sun Nov 18, 2012 8:13 pm

You can apply a Spell to the player and conditionalize its Effect (which should be of type Ability) to http://www.creationkit.com/GetIsCurrentWeather "Weather You Care About" == 1, so the spell effect will only occur when the weather is active. There is no SM function for a magic effect applying to the player, but you can attach a script to the effect itself and use an OnMagicEffectApply() event to execute code that advances your quest. The magic effect would only trigger if the condition function returns True. You would need to make sure to remove the spell from the player following this so you don't get erroneous event executions.
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Alex Blacke
 
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