Cascade of skulls

Post » Sat May 28, 2011 2:23 am

I want to make a possessed terminal that, upon activation of one of the submenus, will spawn a large number of skulls above either the terminal or the player (doesn't matter which).

I tried using an xmarker and the "moveto" command but that means I have to name every skull individually.

Alternatively I could use the placeatme command but I don't know how to choose where they spawn this way. Also I heard it causes save game bloat if you don't handle the script properly.

Any ideas would be appriciated =]

Thanks in advance!
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Hot
 
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Post » Sat May 28, 2011 2:53 am

Make an invisible marker above the terminal, use http://geck.gamesas.com/index.php/Drop to spawn a bunch of the skulls on that object, they should fall on the player.
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Veronica Martinez
 
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Post » Sat May 28, 2011 1:24 am

Make an X-Marker at the point you want the skulls to appear. Use XMarkerRef.http://geck.gamesas.com/index.php/PlaceAtMe to place the skulls there. Have the skulls be a unique item with their own script, which includes a Disable and MarkForDelete command at some point (when you want the skulls to disappear and be deleted). To make the cascade of skulls not look weird, you can use http://geck.gamesas.com/index.php/GetRandomPercent to alter the direction the skulls/distance from the X-Marker the skulls drop from or make them drop from a different XMarker.
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noa zarfati
 
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Post » Sat May 28, 2011 7:49 am

Thanks guys! I'll try these out right now, cheers =]
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daniel royle
 
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Post » Sat May 28, 2011 7:02 am

Use MarkForDeletion before Disable, since Disable ends the script. (iirc)
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Shae Munro
 
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Post » Sat May 28, 2011 8:58 am

Use MarkForDeletion before Disable, since Disable ends the script. (iirc)


It does not. Scripts will run fine on disabled objects.
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Juliet
 
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Post » Fri May 27, 2011 10:29 pm

Okay I tried making an invisible container and using the "drop" command but that didn't work. Am I really going to have to make each and every skull a unique object? Thats about 50 unique references I'd have to create =/
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Iain Lamb
 
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Post » Sat May 28, 2011 2:10 am

Just place the objects in the world above the player location. Place a xmarker with them, give the object the xmarker as enable reference. Now mark the xmarker initally disabled. On the terminal give a script code like enable.xmarkerREF
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Stephanie Valentine
 
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Post » Sat May 28, 2011 4:55 am

Just place the objects in the world above the player location. Place a xmarker with them, give the object the xmarker as enable reference. Now mark the xmarker initally disabled. On the terminal give a script code like enable.xmarkerREF


Ahh yeh that would do it =D thanks!
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James Shaw
 
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Post » Fri May 27, 2011 11:56 pm

It does not. Scripts will run fine on disabled objects.

That is true. I quoted from memory, which is always risky. :)
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amhain
 
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