Sound Barrier

Post » Tue Jun 19, 2012 1:10 pm

Planteur

I'm sorry about all this :(

I keep getting an error that it can't find the right path.

I put Skyrim on my D: and changed the batch file to:

"d:\ProgramFiles(x86)\Steam\SteamApps\Common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="d:\ProgramFiles(x86)\Steam\SteamApps\Common\Skyrim\Data\Scripts\Source" -o="d:\ProgramFiles(x86)\Steam\SteamApps\Common\Skyrim\Data\Scripts"Pause

Those are the correct paths to my game on the D drive but I'm not sure about that %1 variable in the code above.

Thanks so much for going out or your way to help with this. I'll be sure to include you in the credits when the mod is finished :)
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KRistina Karlsson
 
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Post » Tue Jun 19, 2012 5:11 pm

%1 is just the filename of the script you are editing in notepad++, nothing to change there. In fact, it's the parameter passed by notepad++ to the batch.

And there are spaces in "Program Files (X86)" directory.
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tannis
 
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Post » Wed Jun 20, 2012 2:20 am

I've been been using computers since the 8086, went to Cal State Fullerton with a Major in computer science....but dang I messed it up with just the file name.....it was supposed to be .psc NOT .pcs AH!!

I'm glad noone was looking or I'd get a dope-slap lol

It compiled now...I'll try to use it

brb
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Vera Maslar
 
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Post » Tue Jun 19, 2012 12:45 pm

Planteur

Can you hook more than one source up to each box?

I have multiple waterfalls that the sounds are infiltrating into the room.

And how does the box work?

When you leave it the sound deadens until you reach another cloned trigger?

Or are the sounds not to be heard while within the trigger area?

Thanks!
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Leonie Connor
 
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Post » Tue Jun 19, 2012 2:03 pm

The reason I ask is because it seems to deaden the sound when I exit and stays deadened. I copied the trigger and placed it at the end of this section of the cave thinking it would turn it back on but the sounds remain.

TY
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KIng James
 
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Post » Tue Jun 19, 2012 11:44 am

The scripts can enable/disable 5 objects, 1 by linked reference without keyword, and 4 with keywords properties (LinkCustom01->4). If you need to control a lot of object, use a parent and link each object to the "enable parent", you can use anything as a the parent, by it's more common to use a xmarker. Just enable/disable the parent to automatically control the other objects.

If you leave the trigger type by default, the linked ref is enabled when you enter the trigger and disabled when you leave it. If you set the trigger type to 1, it's the inverse. Everything depends of the configuration of your dungeon.

There is a lot of enable or disable scripts with the CK, just use those you need.
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u gone see
 
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Post » Tue Jun 19, 2012 11:29 am

I don't get the "Trigger Type" option in the properties of the script. I think that may be my problem.
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Rebecca Clare Smith
 
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Post » Tue Jun 19, 2012 4:25 pm

Planteur

Can you hook more than one source up to each box?

I have multiple waterfalls that the sounds are infiltrating into the room.

And how does the box work?

When you leave it the sound deadens until you reach another cloned trigger?

Or are the sounds not to be heard while within the trigger area?

Thanks!

If you have multiple waterfalls, you can "Taper off" the sound by making one trigger per waterfall, each smaller than the next, that turn the waterfalls on as the player gets progressively closer to them and then, as he leaves the area, it would turn them off in the reverse order.
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^_^
 
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