Modifying ImageSpaces

Post » Wed Jun 20, 2012 11:47 pm

I"m trying to set up a sort of dream sequence and found an imagespace modifier that should do the trick (DA16DreamState)

I've been through the wiki and there are examples but not full examples of how to implement this (http://www.creationkit.com/Apply_-_ImageSpaceModifier#Examples).

Everything I've tried fails to compile.

I need it to be included in an existing script that I've already set up if I can do it that way. But if I have to add another script to the trigger I'm using would be ok too.

Can someone point me in the right direction?

Thanks!
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Everardo Montano
 
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Post » Thu Jun 21, 2012 1:50 am

Add this script to your two triggers:

Scriptname SomeScript extends ObjectReferenceImageSpaceModifier property DA16DreamState autoEvent OnTriggerEnter(ObjectReference akActionRef)    DA16DreamState.Apply()    Utility.Wait(1)    DA16DreamState.Remove()EndEvent
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Ashley Hill
 
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Post » Wed Jun 20, 2012 11:26 pm

Thank you Random!

Let me ask this..

The end of the (function?) called "ImageSpaceModifier" says "auto".

Does that create the ability to change the parameters when editing the script?

I've seen this a lot and it's the only thing I can think of about that.

Also, the line "Utility.Wait(1)", does that grab the timing that is within the modifier?

I really appreciate your help. I'm just trying to understand the language. It's a far cry from COBOL and FORTRAN I learned in college (1976!! lol)
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^~LIL B0NE5~^
 
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Post » Thu Jun 21, 2012 12:59 am

That line is just declaring a property (think of it as a variable) of type 'ImageSpaceModifier' named 'DA16DreamState'. The 'auto' is necessary whenever you are declaring properties. I'm not sure why you need it, you just do.

The wait command is just telling the game to wait a second before removing the image space modifier from the screen. I have no idea of what the timing is for the modifier. I just figure that 1 second would be enough to cover up the objects appearing and disappearing.
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~Amy~
 
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Post » Wed Jun 20, 2012 6:27 pm

I see

The reason I asked about the timing line is that the script is working but only for about 1 second at the beginning and then about 1 second at the end of the trigger. Through all of the rest of the "dream" it is normal.
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Sammykins
 
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Post » Wed Jun 20, 2012 2:02 pm

Oh yea

I went through the properties, after duplicating it, I messed with the timing and whatnot and it didn't seem to lengthen it. Though I think it's a different problem then timing.

EDIT

I meant the properties of the modifier renamed to AntreDA16DreamState
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bimsy
 
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Post » Wed Jun 20, 2012 9:03 pm

Sorry, didn't know you wanted the blur effect to last the whole time. Then you should use two scripts. For the first trigger, just use the Apply function, and the second just use the Remove function.
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Jack Walker
 
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Post » Thu Jun 21, 2012 2:08 am

ok .... ok

That's one of those "Dang I should have known" issues LOL

Thanks man you've been really great helping me understand this stuff.
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Laura Shipley
 
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Post » Wed Jun 20, 2012 9:27 pm

I ended up creating two scripts. One to turn on the effect and the other to turn it off.

It's pretty effective too :)
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Alex Vincent
 
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Post » Wed Jun 20, 2012 1:29 pm

Random,

I think the vision sequence is finished

Here's a screenie:

http://www.pcgamingnetwork.com/tmp/skyrim/antre_hounted_house_vision.jpg

Thanks again!
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His Bella
 
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