Check for an actor to die, then do something?

Post » Thu Jun 21, 2012 4:49 pm

Hi,

I want to set up a trap but aren't sure how to do it.
When you walk in the trap, for example 3 Draugr pop up out of a trap preset (vertical one).
Now I want that when they are all 3 dead another 3 pop up out of a trap preset but now the horizontal one.
Is there any sort of script I must make to do this?? Or is it easier?
If there is a tutorial somewhere I'd like to see it :-).


Thanks in advance.
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Michael Russ
 
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Post » Thu Jun 21, 2012 9:03 am

Bump?
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Kevin Jay
 
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Post » Thu Jun 21, 2012 9:18 pm

I know this is possible because I saw this in a dungeon.
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Kaylee Campbell
 
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Post » Thu Jun 21, 2012 10:55 am

I don't exactly how without working it out myself, but this should get you headed in the right direction:

One set draugrs is disabled without the trap.
Place a script on each(?) of the originals that would include an OnDeath event to enable the others.
If you want them all to pop up after all the others are dead, you'll need to keep track whose left alive.
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Rachel Cafferty
 
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Post » Thu Jun 21, 2012 12:58 pm

Perhaps you could use a marker or some such that will track the Draugrs living/death status and turn the 2nd batch of three up.

Or you could link the 2nd set to the same trap but have them on a timer, or (depending on space) if the player walks through a target box that could trigger them as well.

You could look at how the trap is set up with the second set if you've already seen something like it before
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Chenae Butler
 
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Post » Thu Jun 21, 2012 12:22 pm

Perhaps you could use a marker or some such that will track the Draugrs living/death status and turn the 2nd batch of three up.

Or you could link the 2nd set to the same trap but have them on a timer, or (depending on space) if the player walks through a target box that could trigger them as well.

You could look at how the trap is set up with the second set if you've already seen something like it before

That is the problem, I don't know that cell. I do know that it was one of the beginning main missions.
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Emmi Coolahan
 
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Post » Thu Jun 21, 2012 9:31 pm

I also can't find the quest name anymore :$.
I think it is the quest of the horn of Jurgen Windcaller that has this but I'm not sure.
Is there anyone out here with knowledge of papyrus?
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Nice one
 
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Post » Thu Jun 21, 2012 8:22 pm

Hi,

I want to set up a trap but aren't sure how to do it.
When you walk in the trap, for example 3 Draugr pop up out of a trap preset (vertical one).
Now I want that when they are all 3 dead another 3 pop up out of a trap preset but now the horizontal one.
Is there any sort of script I must make to do this?? Or is it easier?
If there is a tutorial somewhere I'd like to see it :-).


Thanks in advance.

Go to the Interiors listing in the Cell View and you'll find loads of traps to copy into your mod.

Look for cells that start with "Warehouse"

You'll find "WarehouseTraps" in there along with a lot of other cells that are worth investigating
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Hazel Sian ogden
 
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Post » Thu Jun 21, 2012 5:51 pm

Go to the Interiors listing in the Cell View and you'll find loads of traps to copy into your mod.

Look for cells that start with "Warehouse"

You'll find "WarehouseTraps" in there along with a lot of other cells that are worth investigating

I know that already and I always use that room, but that room does not contain what I want ;-).
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Floor Punch
 
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Post » Thu Jun 21, 2012 10:03 pm

I figured that..I was referring to ideas

Have you tried the Default scripts that use OnDeath?

Like "defaultEnableLinkedRefOnDeath"
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Veronica Flores
 
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Post » Thu Jun 21, 2012 7:57 am

I already found it out, you must add this in a script of the creature:
Spell property reanimatespell auto ; creates the spellInt TimeEvent OnDeath(Actor akKiller)Time = Time + 1if Time == 1; Cast a Reanimate spell on the Draugrreanimatespell.Cast(Self, Self) ; casts the spell on the draugrelseDebug.Trace("Reanimated")endifEndEVENT

Then assign "dunReanimateSelf" in the properties ;-)
It will only Reanimate itself once in this script.
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Quick Draw III
 
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