(Re)Spawning enemies on pushing button...

Post » Sun Jun 24, 2012 4:13 am

.. is this possible at all??


Would like to spawn and/or respawn enemies/targets by pushing a button. Didn′t find any clue in CK + forum if this can be realized.

Made myself a "shooting range" to test new spells / weapons but I don′t want to wait for CellReset until I get new targets after clearing!
(Should work ingame without using the console)
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NAtIVe GOddess
 
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Post » Sun Jun 24, 2012 1:26 am

The spawning part is easy, just placeatme command but the linking a button to an action part can't be made with the CK.

EDIT: You could make a magic effect, create a power using it and then use that power ingame, but I think it's not what you want to do.
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Vicki Blondie
 
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Post » Sun Jun 24, 2012 7:35 am

Try using PlaceAtMe() in a script. I am pretty sure there is a way to attach a script to an activator, then Event OnActivate() or something like that, then retrieve the objectreference of another activator where you want them to spawn and use placeatme on that second activator.

Don't quote me.
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Lily Something
 
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Post » Sun Jun 24, 2012 4:22 am

PlaceAtMe would work... and in the onActivate event as suggested. It may be easiest to place an xMarkerHeading where you want the NPC to spawn; then in your script you'd have properties defined. One property for the xMark (assigned directly to the ref) and one for the actorBase you want to spawn (assigned to an actor's object, not to a ref). The script would then place a new actor on your xMark every time the activator it is attached to is activated.

You could also place it in an onTrigger event and point the script to a trigger-box (when Player walks through a certain area); but the xMark and the placeAtMe stuff would all be the same. You can either create a new activator in the objectWindow (with the script pre-attached), or attach your script to an single reference in the renderWindow.

One thing I did for one of my mods was to have an activator which always polls the current state of affairs. It releases another monster in timed intervals, while another version releases a new one after the old is killed, another has three at a time - releasing another as they die off... all slightly different scripts; but all still use the same basic principle.
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Ross Zombie
 
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Post » Sun Jun 24, 2012 1:13 pm

This is exactly what I do in the http://skyrim.nexusmods.com/downloads/file.php?id=14152 'arena'.
Buttons to spaw about any creature or NPC you want.
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Justin Bywater
 
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Post » Sun Jun 24, 2012 1:28 pm

@ WillieSea: fine, then you maybe can give me some scripting help with this....

I′m too much noob at scripting, I′m afraid!

Thx in advance!
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Causon-Chambers
 
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Post » Sun Jun 24, 2012 8:17 am

Okay, after reading the description to WilieSeas Levelers Tower, I rethinked my idea and decided to dump it!
If I would do that, my mod could be considert as "Cheat mod" too - and I dont want that!!

Will stick to the ambush solution. Is good enough for my testing purposes and keeps my mod "clean" :cool:

Thx to all for help and ideas!
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Stephani Silva
 
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Post » Sun Jun 24, 2012 3:31 am

You mean a button ingame, not in the keyboard? sorry for the misunderstanding. A cheat mod is a mod giving you advantages over a gameplay without it, in an uninmersive way. If you justify propperly enemies appearing when you press the button, it couldn't be considered cheating. Removing some items from player as material cost for creating automatons, could also satisfy the 'this is not a cheat' criteria.

Besides, if you like the idea and doing it could give you practice with the CK, what's wrong with others considering it cheatting?
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Neko Jenny
 
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