Dream Functions, if you had one wish...

Post » Fri Jun 22, 2012 12:33 am

If you could have a function that the Script Extender or even the CK naturally took care of, what would it be?

My biggest one would be the currently defunct SetPlayerControlled or whatever working. The one that would allow the PC to control different people. Imagine all the possibilities! Mind control spells, storylines with multiple character perspectives, squad based combat with dynamic character switching, it would be amazing.

My second would be basically vector commands, like an Array Function GetPlayerSightVector(float akFurthestPointDistance, float akNumPointsInVector) that would plot a series of points at even intervals from the player's head directly forward to the FurthestPointDistance in line of sight and return a three dimensional array containing the XYZ coordinates of each point in the vector. I'm not sure if this can be done right now, due to some problems with GetAngle when it applies to the player. Dunno.

Third would be a IterateInventory() function. Just some way of looking through an inventory item by item would be I think easy to make without the current workaround of moving everything to a second container and doing manipulations during the OnItemAdded (which btw doesn't let you mess with the actual ObjectReference, only the BaseItem).

What would you want?
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Jonathan Egan
 
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Post » Thu Jun 21, 2012 10:37 pm

I like your vector function, I could have a lot of fun with that. On a related note:

GetPlayerTarget, return whatever Form is currently under the crosshairs. A function to get the XYZ of whatever point is under the crosshairs would be nice.

I'd also like the existing function FindClosestActorFromRef to disregard the target if it's an Actor. FindClosestActorFromRef(Game.GetPlayer()) should not return the player, because that's stupid.

A way to get the Spell that is creating a MagicEffect would be nice, too. If my stamina is fortified, I want to know whether it's coming from a potion, a spell, an enchantment or a blessing and what the name of that item/spell is.

MoveTo needs an option to prevent fade-in.

MovableStatics need a Property.

Next time I have time to do some scripting I'm sure I'll have a ton more to add.
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Honey Suckle
 
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Post » Fri Jun 22, 2012 12:10 am

SetPlayerControls isn't defunct - it's just meant only for the player. I've made use of it for a spell or two.

RemoteCast doesn't appear to function when an actor is the source, only an objectreference.

Would really love functions to increase and decrease an actor's combat priority/threat.
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D LOpez
 
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Post » Thu Jun 21, 2012 9:02 pm

http://cs.elderscrolls.com/index.php/CreateFullActorCopy - had hours of fun with this in Oblivion
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Antonio Gigliotta
 
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Post » Thu Jun 21, 2012 6:11 pm

GetSecondsPasses

I dont know why they removed it. Without it, i cant find a reliable way of getting the passing time outside the game days.
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gary lee
 
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