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Post by Calislahn on Dec 2, 2004 13:17:18 GMT -5
Er................. thanks................i think Does your script put there clothes on the ground then or just remove them from the npc? only i noticed it said drop.
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Post by Mebyon on Dec 2, 2004 13:57:33 GMT -5
Yep. Whips them off their backs and dumps them at their feet. Handy, as they may be wearing stuff you'd like to have!
Soory for the delay in answering, had to go and eat!
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Post by Bravo 1 on Dec 2, 2004 14:55:51 GMT -5
Regan, I mean that for a script to take action/recognize an item, it has to be in the world already...it could just be that nowhere in the world (ie, not in a container/levelled list). If it's not placed somewhere, that's the error you'll get! ...try just placing one on a table somewhere and see if it'll work then. ...if not
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Regan
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Post by Regan on Dec 2, 2004 15:09:34 GMT -5
Thanks Mebyon, I shall try that shortly, it seems to be just the thing I'm suffering from passive 'sleeping dog fumes' inhalation to I'll wait till tommorrow to test it. Maybe this 'spotted owl' business is like the infamous 'muffin mod' ? P.S. Free Speech for Cornish Arab Homosexuals !
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Post by Bravo 1 on Dec 2, 2004 15:20:27 GMT -5
I reread the thread and finally understand why your first post was wierd and why Meb went off on a rant (probably your EDIT clued me in)! ...I looked up the 'censored words part of the admin area; our censored words are (without spaces): f aggot=f*g**t f agget=f*g**t d ike=d**e d yke=d**e n igger=black person Anyway, I don't even know what a d**e is besides architectural structures in the Netherlands... I suppose HWW censored them! ALSO, since censoring really just replaces word with whatever the admins want, HWW has been very smart and set a certain PHRASE to equal the emoticons up top! (if you notice, when you click on the emoticons, it actually places a name...well it works the other way around...typing ': smart :' (without the two spaces between the text and the colons and without the quotes) will give you ) Back on topic: Regan, the CS scripting needs to have ANY object/item ID/person ID...etc to already be present in a CELL ingame, not on a person or in a container. I don't know why this is, but I took a look in the editor and found that there are three Divine Int. scrolls actually in a cell, but there are NO Almsivi Int. scrolls actually IN a cell...so placing one on some guy's table or floating over Molag Mar or under the sea...etc (I'd suggest a table in the temple...or a nightstand...makes sense lore-wise) and your error *should* be gone...
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Post by Mebyon on Dec 2, 2004 16:38:04 GMT -5
But that 'Stripping' script works even if the item is not in the game at all. For example, the script covers every item of clothing in MW, Bloodmoon and Tribunal but doesn't fail if you only load up Morrowind. Maybe a different way of doing things?
Aaaaanyway, you're a million times better than I am at scripting so who am I to argue! ;D
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Post by Bravo 1 on Dec 2, 2004 16:48:30 GMT -5
I don't know Meb...I really don't know... I just had heard that when a script used something not placed in the game it would not work...who knows, maybe all those clothes in the game were placed in a certain cell for that mod? ...but anyway, I could be wrong, but that's a warning I remember from this one scripting post I was reading a while back...
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Post by Calislahn on Dec 2, 2004 16:52:57 GMT -5
I've had that warning too Bravo, maybe it depends on the script itself and what your asking it to do Bear in mind Mebyon's doesn't remove the clothing just drops it ingame, that might be the difference.
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Post by Regan on Dec 3, 2004 4:37:18 GMT -5
Well I've tried putting AI scrolls around the shop but it still won't work. I've used the "strip for me" script base, no luck, I've tried : while player-> sc_... != 0 removeitem sc_... 1 and so on Then I tried: if player-> sc_.... = 1 removeitem sc_... 1 and so on up to 20 with 'elseif' and all possible permutations. I HATE scripting I'll just have to write some threatening dialogue as even DisableTeleportation or Silence don't block intervention.
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Post by Calislahn on Dec 3, 2004 4:43:45 GMT -5
Oh that's a shame, i wish i could help you but i haven't got a clue
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Post by Bravo 1 on Dec 3, 2004 4:46:18 GMT -5
Houw about detecting teleportation and removing X amount of health?
...funny, just placing one of those scrolls ingame should have done it...as that's why you were not getting any for divintintervention...
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Post by Regan on Dec 5, 2004 6:38:08 GMT -5
A new problem ;D I'd like to knock the PC down, but can't find anything in GBG's SFD, or in any mods I have installed. I know there's a knockdownmult in the globals but I don't want any damage dealt. Draining fatigue does not work reliably.
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Post by Calislahn on Dec 5, 2004 6:51:57 GMT -5
I always thought draining fatigue would do it Can you force anims on the pc? i know you can make an npc play a certain anim, not sure about pc's though Like i always say it's not the ideas that are lacking it's having the tools to follow them through and there are some things this game just wont do
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Post by Bravo 1 on Dec 5, 2004 7:37:08 GMT -5
Ah yes...well, here's the problem...drain fatigue will not go below 0, right? ...so here's what I did in a scripted spell that was supposed to teleport your, but also balance out by draining fatigue...
Player -> ModCurrentFatigue "-200"
...try that, it *should* suit your purposes, of course, the amount of fatigue the player has will determine if/how long they get knocked down. You might want to set the value a little higher in your case.
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Post by Regan on Dec 5, 2004 7:37:38 GMT -5
I think you're right Cali.
I've always tried to do it using spells but I remembered Duncan's 'Falling Down' mod. His script has a ModCurrentFatigue line in it, which seems to work perfectly. Case Solved. ;D (Probably, I still need to playtest a few times)
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