» Wed Jun 20, 2012 8:03 pm
Hey ChaosPearl, yup.
That's how you'd create FormLists. It's pretty simple. For my TimeScale feature of Auto-save and time, I had to create a FormList of road meshes so that I can detect if the player is on the road or not. I simply created a new FormList, kept that window open, then filtered ALL list with the word "road". Any object that I thought suggested a road in the game, I dragged into the FormList. Rocks would be a little harder, I think - because they are numerous. You'd need to use some deductive reasoning to find the most suitable rock meshes.
Then, to get your head around using Aliases in Quests, go through that Quest tutorial in the Creation Kit Wiki. Basically, Aliases can be used to create objects in the game world. For e.g. You can have a quest to create 5000 gold in the player's inventory. Or to create a horse or a new house or a new rock near the player's location.
Also, Aliases can be used to find things around the player. A trick we learned (borgut, proved this in this thread: http://www.gamesas.com/topic/1349649-dynamically-attaching-scripts-to-actors-near-the-player/) here in the forums is that they can be used to continously find things. We just need to periodically Stop () then Start () the Quest. That's why we need several Quests for this to work. The main quest will Stop () and Start () the quests that locates rocks around the player. Once a rock is activated, another Quest is Started () to create the chair object.
To summarise, we use Aliases to find rocks and attach a Script to them so that the player can activate them. Then we use another set of Aliases to create the chair. Once all that is working, all we need to do is make that chair invisible - so that the player looks like they are sitting on the rock.