Handling MovableStatics in Papyrus

Post » Wed Jun 20, 2012 7:26 pm

In some of my spell scripts I spawn, move, scale, and otherwise manipulate statics in the world to provide effects. This works fine as long as I attach some OnCellDetach events to the script to make sure the statics don't get stuck.

My problem is there is a type of object called a MovableStatic that is not handled like Statics. The CK Wiki has next to no info on MovableStatics. They don't seem to have a Papyrus property type, and using property type Static doesn't let me pick MovableStatic objects. Their CK type is MSTT, but that doesn't get me anywhere.

I thought I could do a property like

Static property FXSmokeLargeClose01 auto

And then autofill, but this doesn't work.

I've seen a couple of threads here related to this subject, but they've all petered out without an answer.

Is there ANY way to handle these things in Papyrus? If there's absolutely no way to set a MovableStatic property, then can anyone recommend a method for spawning these troublesome objects?
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Steven Nicholson
 
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Post » Wed Jun 20, 2012 3:42 pm

just make it:

objectreference property FXSmokeLargeClose01 auto

Does this not work?

not saying do this, you may want to select it some way other than a forced ref, but does this then control the object?
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marie breen
 
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Post » Wed Jun 20, 2012 10:01 am

As already suggested, use ObjectReference. If you want to use PlaceAtMe() instead of MoveTo(), do something like this:

ObjectReference property MyMoveableStatic auto;;;Form MyMoveableStaticBase = MyMoveableStatic.GetBaseObject()Game.GetPlayer().PlaceAtMe(MyMoveableStaticBase, 1)
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Nina Mccormick
 
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Post » Wed Jun 20, 2012 5:01 pm

THANK YOU THIS WAS DRIVING ME NUTS

I have to check the uses of the MovableStatic to see what cells it's being used in, then I have to pick that cell in the ObjectReference property dialog, THEN I can pick the MovableStatic I want... but I can spawn the object! RandomNoob, GetBaseObject worked great and gives me a MovableStatic that I can manipulate... even TranslateTo works on it, and that doesn't work on normal Statics.

I still can't believe there's no property type that lets you just pick MovableStatics, though. Oh well. This works.

Next update of Summon Meteor will have smoke trails behind the meteors thanks to you two!
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Chase McAbee
 
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