Difference between revisions of "Useful Scripts"
imported>Cipscis m (Fixed a syntax mistake) |
imported>Cipscis (Changed order of scripts, added →Forced Relative Orientation: (not sure about name)) |
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== | ==Light switch== | ||
Script Type: | Script Type:Object | ||
<small> | |||
<small>To be placed on an [[activator]], and [[Reference#Linked_Ref|linked]] to a light source or x-marker [[Reference#Enable_Parent|Enable Parent]].</small> | |||
<pre> | <pre> | ||
ScriptName | ScriptName LightSwitchScript | ||
ref | ref light | ||
Begin | Begin OnActivate | ||
if light == 0 | |||
if | set light to GetLinkedRef | ||
endif | endif | ||
if light.GetDisabled | |||
if | light.Enable | ||
else | |||
light.Disable | |||
endif | endif | ||
Activate | |||
End | End | ||
</pre> | </pre> | ||
Script Type: Object | ==Forced Relative Orientation== | ||
<small>For | Script Type: Quest, Object or Effect | ||
<small>For a Quest or Object script, use a [[GameMode]] block. For an Effect script, use a [[ScriptEffectUpdate]] block.<br />In order to use the EditorRefID of your reference in a script like this, it must be a persistent reference.</small> | |||
<pre>float fAngleZ | |||
float fRelativePos | |||
Begin GameMode | |||
set fRelativePos to player.GetPos z + <Z OFFSET> | |||
myREF.setPos z fRelativePos | |||
set fAngleZ to player.GetAngle Z + <ANGLE OFFSET> | |||
myREF.SetAngle Z fAngleZ | |||
< | set fRelativePos to player.GetPos Y + <PLAYER OFFSET> * cos fAngleZ | ||
myREF.SetPos Y fRelativePos | |||
set fRelativePos to player.GetPos X + <PLAYER OFFSET> * sin fAngleZ | |||
myREF.SetPos X fRelativePos | |||
End | End | ||
</pre> | </pre> | ||
<ul> | |||
<li><Z OFFSET> determines the reference's z offset from the player's feet. The higher this is, the further above the player's feet the reference will appear. | |||
</li> | |||
<li><ANGLE OFFSET> determines the reference's position relative to the players. As <ANGLE OFFSET> increases, the reference's position will move around the player in an anti-clockwise direction. When <ANGLE OFFSET> is 0, the reference will appear directly in front of the player.</li> | |||
<li><PLAYER OFFSET> determine's the horizontal distance between the reference and the player. As <PLAYER OFFSET> increases, the reference appears further and further from the player</li> | |||
</ul> | |||
The player can be substituted for any other reference here and the script will still work. Note that the reference may appear to move through solid objects, especially when <PLAYER OFFSET> is set to a particularly large value. | |||
==Autoclosing door== | ==Autoclosing door== | ||
Line 64: | Line 84: | ||
endif | endif | ||
Activate | Activate | ||
End | |||
</pre> | |||
==Karma Effects on Items== | |||
Script Type: Effect<br /> | |||
<small>For armour, you can use a scripted Object Effect. This allows the armour to safely be equipped and unequipped via [[EquipItem]] and [[UnequipItem]]</small> | |||
<pre> | |||
ScriptName KarmaEffect | |||
ref rWearer | |||
Begin ScriptEffectStart | |||
set rWearer to GetSelf | |||
if rWearer.GetIsReference player | |||
RewardKarma -650 | |||
endif | |||
End | |||
Begin ScriptEffectFinish | |||
if rWearer.GetIsReference player | |||
RewardKarma 650 | |||
endif | |||
End | |||
</pre> | |||
Script Type: Object<br /> | |||
<small>For weapons, you'll have to use an Object Script. "Weapon" type Object Effects are applied to that weapon's target, and are therefore unsuitable for applying effects to the wielder</small> | |||
<pre>ScriptName KarmaEffect | |||
Begin OnEquip player | |||
player.RewardKarma -650 | |||
End | |||
Begin OnUnequip player | |||
player.RewardKarma 650 | |||
End | End | ||
</pre> | </pre> | ||
Line 120: | Line 177: | ||
end | end | ||
</pre> | </pre> |
Revision as of 20:38, 6 March 2009
Light switch
Script Type:Object
To be placed on an activator, and linked to a light source or x-marker Enable Parent.
ScriptName LightSwitchScript ref light Begin OnActivate if light == 0 set light to GetLinkedRef endif if light.GetDisabled light.Enable else light.Disable endif Activate End
Forced Relative Orientation
Script Type: Quest, Object or Effect
For a Quest or Object script, use a GameMode block. For an Effect script, use a ScriptEffectUpdate block.
In order to use the EditorRefID of your reference in a script like this, it must be a persistent reference.
float fAngleZ float fRelativePos Begin GameMode set fRelativePos to player.GetPos z + <Z OFFSET> myREF.setPos z fRelativePos set fAngleZ to player.GetAngle Z + <ANGLE OFFSET> myREF.SetAngle Z fAngleZ set fRelativePos to player.GetPos Y + <PLAYER OFFSET> * cos fAngleZ myREF.SetPos Y fRelativePos set fRelativePos to player.GetPos X + <PLAYER OFFSET> * sin fAngleZ myREF.SetPos X fRelativePos End
- <Z OFFSET> determines the reference's z offset from the player's feet. The higher this is, the further above the player's feet the reference will appear.
- <ANGLE OFFSET> determines the reference's position relative to the players. As <ANGLE OFFSET> increases, the reference's position will move around the player in an anti-clockwise direction. When <ANGLE OFFSET> is 0, the reference will appear directly in front of the player.
- <PLAYER OFFSET> determine's the horizontal distance between the reference and the player. As <PLAYER OFFSET> increases, the reference appears further and further from the player
The player can be substituted for any other reference here and the script will still work. Note that the reference may appear to move through solid objects, especially when <PLAYER OFFSET> is set to a particularly large value.
Autoclosing door
Script Type: Object
Scriptname AutoClosingDoor float doorTimer short closeDoor Begin GameMode if closeDoor == 1 if doorTimer > 0 set doorTimer to doorTimer - getSecondsPassed elseif GetOpenState == 1 ; if the door is still open SetOpenState 0 ; close the door set closeDoor to 0 endif endif End Begin OnActivate if GetOpenState == 3 ; if the door is closed if IsActionRef Player == 0 ; if it should work for the player remove this... set doorTimer to 5 set closeDoor to 1 endif ; ...and this endif Activate End
Karma Effects on Items
Script Type: Effect
For armour, you can use a scripted Object Effect. This allows the armour to safely be equipped and unequipped via EquipItem and UnequipItem
ScriptName KarmaEffect ref rWearer Begin ScriptEffectStart set rWearer to GetSelf if rWearer.GetIsReference player RewardKarma -650 endif End Begin ScriptEffectFinish if rWearer.GetIsReference player RewardKarma 650 endif End
Script Type: Object
For weapons, you'll have to use an Object Script. "Weapon" type Object Effects are applied to that weapon's target, and are therefore unsuitable for applying effects to the wielder
ScriptName KarmaEffect Begin OnEquip player player.RewardKarma -650 End Begin OnUnequip player player.RewardKarma 650 End
Pusheffect
Script Type: Effect
spell effect script for a weapon that knocks people far away and creates a trail of smoke or fire along the way.
NOTE - Only works correctly when the player has the weapon equipped.
scn CALFPeffectSCR short ActorValue1 short ActorValue2 short ActorValue3 short DamageValue Begin ScriptEffectStart ; places initial explosion when hit, just in case there's no specified explosion effect in the weapons projectile ; also useful if you'd want a melee weapon or fist to cause explosions on hit placeatme {ExplosionType} Player.PushActorAway Target 104 ; this is the part of the script in which you can specify a certain damage formula ; the formula can be added to the base damage amount set in the weapons tab ; -or you can set the damage in the tab to zero and fully rely on the formula to calculate damage ; it can be the target NPC/creature's actor value or the player's ; it's also fine not to make a certain damage formula set ActorValue1 to Player.GetAv {ActorValue1} set ActorValue2 to Player.GetAv {ActorValue2} set ActorValue3 to Player.GetAv {ActorValue3} set Damage to -1 * ( {formula incorporating actor values} ) ModAv Health DamageValue ; make the effect play a certain sound-you could also use the sound of the explosion and not specify a specific sound Playsound3D Play a certain sound End Begin ScriptEffectUpdate ; this is the part where you place a smoke effect on every axis the NPC/Creature is located ; it makes as if the smoke is always coming out of the target while the effect is taking place placeatme {smokeeffect} ; alternatively add a smoke actor effect on the character CastImmediateOnSelf {smoke actor effect} End begin ScriptEffectFinish ;if you used the above alternative, this segment removes the smoke effect from the character RemoveSpell {smoke actor effect} end