Help dissecting and using a timer script

Post » Thu Jun 21, 2012 12:14 pm

Anyway, see if that all works... (fingers crossed)

THAT DID IT! Unbelievable. I can't thank you guys enough. You'll definitely both get credited for sure. I just plugged it in, filled the properties, talked to my guy in the test cell, he set the stage with his dialog, it fired up the timer quest, ran the float, updated when I changed cells....and VIOLA! My damn candlehorn was glowing it's ass off when I re-entered my test cell! I love the debug notice as you get to see everything fire properly as it runs. Nice!

Can't wait to actually start the transformation in Helgen now! (Hopefully the navmesh bug will get fixed.)

I'll probably have more as I go, but one more question. Can I now just use these same scripts in my other timers, and just change the float value on each to have different time lengths for them? Like one for 24 hours, one for 72 and so forth?

Again, thank you so much for your help!

:tes: but modding makes me ... :swear: :brokencomputer: sometimes...
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Dale Johnson
 
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Post » Thu Jun 21, 2012 12:52 am

Cool, glad it is working!

Can I now just use these same scripts in my other timers, and just change the float value on each to have different time lengths for them? Like one for 24 hours, one for 72 and so forth?

Yes, exactly. When you click the "add script" button for future quests/reference aliases that need to work in the same way, just choose these scripts from the list, and edit their properties to whatever values are appropriate. This is one of the selling points of the external scripts & properties system--the same script can be reused in many different places, and each copy is its own separate "instance" with its own internal variables.
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Andrew Tarango
 
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