Useful Scripts

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Revision as of 19:38, 6 March 2009 by imported>Cipscis (Changed order of scripts, added →‎Forced Relative Orientation: (not sure about name))
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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