How to move an object along a axis ?

Post » Thu Jun 21, 2012 9:57 am

How to move it ?
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{Richies Mommy}
 
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Post » Thu Jun 21, 2012 12:57 pm

Back in the Ob construction set you could hold down x, y or z as you move the object...I don't know if the CK allows the same but you could try.
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Jessica Phoenix
 
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Post » Thu Jun 21, 2012 2:44 pm

In the CK ?...hold down x, y or z, depending on how you want to move it.

If it's moving it ingame, ask SluckyD how he moved his ship. I'm sure the same principles would apply.
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Dona BlackHeart
 
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Post » Thu Jun 21, 2012 1:48 pm

Sorry I do not mean to move manually I mean animate it so that it moves by itself during game stage froma place A to place B ...
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Amysaurusrex
 
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Post » Thu Jun 21, 2012 4:10 pm

There's http://www.creationkit.com/TranslateTo_-_ObjectReference and several variations. That will move something, but animations are extra. I don't have experience there.
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oliver klosoff
 
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Post » Thu Jun 21, 2012 10:53 am

how to implement this into a stage?
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Chloe :)
 
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Post » Thu Jun 21, 2012 11:57 am

Any quest stage where I can see a sample of a moved object from A to B ?
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Josephine Gowing
 
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Post » Thu Jun 21, 2012 7:06 pm

What I have to do is to move a series of objects along an X axis direction with diffent speeds , possibly , they have to start by a fade in and get out when reached B in fade out ... any idea how to do that?
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N3T4
 
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Post » Thu Jun 21, 2012 6:24 pm

I created a iceberg alias reference and I woudl like it to move from A to B during the time the player is updeck , as well as other icebergs , then it shoudl appear and disappear in fade in out effect when more far ...

I have no idea how to set it all up in the simpliest manner tough :/ ....
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Amanda savory
 
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Post » Thu Jun 21, 2012 3:48 pm

What I would do is place a marker at point B, and the object at point A. Then, use SplineTranslateToRef (look it up on the wiki) to bring it from its CK location to point B.
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Horse gal smithe
 
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Post » Thu Jun 21, 2012 6:59 am

Oh I tought about something like that and I wasn't sure it exhisted thanks I will try , how can I add an enable fade in and out tough? and a repeating cycle may be?
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Katey Meyer
 
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Post » Thu Jun 21, 2012 3:22 pm

To make them fade in and out just Enable/disable them with the "Fade" boolean set to True. You could use Disable() on the "OnTranslationComplete" event, put a wait() there, then do a MoveTo back to the starting point, enable it with the fade boolean "true", and do another translation.
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Christina Trayler
 
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Post » Thu Jun 21, 2012 5:24 am

thanks I lll gona try it ...
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Sandeep Khatkar
 
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Post » Thu Jun 21, 2012 8:22 am

Ok I did this alias reference to an object into the scene ....


I get all those errors :

Starting 1 compile threads for 1 files...
Compiling "IcebergA"...
e:\giochi\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\IcebergA.psc(8,25): cannot name a variable or property the same as a known type or script
e:\giochi\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\IcebergA.psc(13,13): Enable is not a function or does not exist
e:\giochi\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\IcebergA.psc(13,13): cannot call the member function Enable alone or on a type, must call it on a variable
e:\giochi\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\IcebergA.psc(15,11): SplineTranslateToRef is not a function or does not exist
e:\giochi\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\IcebergA.psc(15,11): cannot call the member function SplineTranslateToRef alone or on a type, must call it on a variable
e:\giochi\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\IcebergA.psc(16,17): disable is not a function or does not exist
e:\giochi\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\IcebergA.psc(16,17): cannot call the member function disable alone or on a type, must call it on a variable
e:\giochi\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\IcebergA.psc(17,11): MoveTo is not a function or does not exist
e:\giochi\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\IcebergA.psc(17,11): cannot call the member function MoveTo alone or on a type, must call it on a variable
No output generated for IcebergA, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on IcebergA


When I compiled the folowing script attached to the alias .... how cna I make this work ?

Scriptname IcebergA extends ReferenceAlias  ObjectReference Property b  Auto  ObjectReference Property a  Auto  ObjectReference Property IcebergA  Auto    Event OnCellLoad()           IcebergA.Enable()     Debug.Trace("Iceberg A Enabled")     IcebergA.SplineTranslateToRef(b, 1.0, 1.0)	    IcebergA.disable()     IcebergA.MoveTo(a)endEvent 
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Trista Jim
 
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Post » Thu Jun 21, 2012 7:05 am

Try naming IcebergA something else, it looks like Skyrim already has an IcebergA defined somewhere.
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Ana Torrecilla Cabeza
 
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Post » Thu Jun 21, 2012 7:13 am

didnt work ...
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emily grieve
 
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Post » Thu Jun 21, 2012 8:39 am

Rename A and B also...very short variable names might conflict with another variable somewhere. Also, what are you trying to do here? it appears you are Enabling IceburgA, telling it to translate to location B (Presumably an invisible reference in your "Scene?") Then immediately disabling it again and moving it to location A...while it's presumably still translating? (A speed of 1.0 is very, very, very, very slow by the way...you may not even be able to see it moving. I'd try 100.0 to start with and work it up from there.)

Is this script on the iceburg? if so you can use 'self' instead of a property, and catch the OnTranslationComplete() event.

Scriptname IcebergMove extends ReferenceAlias  ObjectReference Property Locationb  Auto  ObjectReference Property Locationa  Auto  ; ObjectReference Property IcebergA  Auto  ; Using default self - put script on the iceberg to move.Event OnCellLoad()       GetRef().MoveTo(Locationa)       GetRef().Enable(True)       Debug.Trace("Iceberg Enabled")       GetRef().SplineTranslateToRef(Locationb, 100.0, 100.0)endEventEvent OnTranslationComplete()	 GetRef().Disable(True)	  Debug.Trace("Iceburg Has finished Moving.")	 Utility.Wait(5.0)	 GetRef().MoveTo(LocationA)	 GetRef().Enable(True)      	 Debug.Trace("Iceberg Enabled")     GetRef().SplineTranslateToRef(Locationb, 100.0, 100.0)EndEvent

Since it is a quest alias, you need to use GetRef() to get the iceberg's reference. Once the quest alias is cleared, the script will fall off and the iceberg will stop moving.
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Charlotte Buckley
 
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Post » Thu Jun 21, 2012 5:08 am

I want to have the iceberg fade in when the cell is loaded , make the transition and then fade out in B , get diabled and reenabled in A ... eventually have a counter so that when the player enters and exit and reenters the cells it doesn't start over at the same stage ... but this looks may be too complicate?
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Charlie Sarson
 
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