Difference between revisions of "Category talk:Conditions"
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This is the Script for the Magic Effect: | This is the Script for the Magic Effect: | ||
Event OnEffectStart(Actor akTarget, Actor akCaster) | <source lang="papyrus">Event OnEffectStart(Actor akTarget, Actor akCaster) | ||
Debug.Notification ("IsPC1stPerson = True") | Debug.Notification ("IsPC1stPerson = True") | ||
Debug.Trace ("IsPC1stPerson = True") | Debug.Trace ("IsPC1stPerson = True") | ||
Line 22: | Line 22: | ||
Debug.Notification ("IsPC1stPerson = False") | Debug.Notification ("IsPC1stPerson = False") | ||
Debug.Trace ("IsPC1stPerson = False") | Debug.Trace ("IsPC1stPerson = False") | ||
EndEvent | EndEvent</source> | ||
In the game, everytime the camera mode changes between 1st and 3rd person, I see the appropriate Debug.Notification ().<br/> | In the game, everytime the camera mode changes between 1st and 3rd person, I see the appropriate Debug.Notification ().<br/> |
Revision as of 07:25, 2 March 2012
Passing Conditions to Papyrus
I've found a way to use Conditions in Papyrus.
These are the functions that you find in Conditions interfaces in the CK.
Basically, you get them across to Papyrus via Abilities:
(It is unusual that we can ForceFirstPerson () and ForceThirdPerson () with Papyrus, but we can't determine which camera mode is active.)
In this example, I'll Debug the value of the Condition, IsPC1stPerson:
- I create a Scripted Magic Effect for each condition you wish to trigger.
- I attach this Script below to it.
- I create an Ability and attach that Scripted Magic Effect.
- I Conditionalise that Magic Effect on the Ability with IsPC1stPerson.
This is the Script for the Magic Effect:
Event OnEffectStart(Actor akTarget, Actor akCaster)
Debug.Notification ("IsPC1stPerson = True")
Debug.Trace ("IsPC1stPerson = True")
EndEvent
Event OnEffectFinish(Actor akTarget, Actor akCaster)
Debug.Notification ("IsPC1stPerson = False")
Debug.Trace ("IsPC1stPerson = False")
EndEvent
In the game, everytime the camera mode changes between 1st and 3rd person, I see the appropriate Debug.Notification ().
I've also tested this with IsPCSleeping.
Because Events still execute on Scripts of deactivated mods (re: http://www.creationkit.com/Talk:Save_File_Notes_%28Papyrus%29),
I'll be using this method to trigger sleep start and sleep stop events.
You'll need only one Ability.
But you'll need a Scripted Magic Effect for each Condition you wish to keep track.
Also, I can imagine that not ALL conditions would work.
But I can also guess that a lot of them would.
You'll need to give this Ability to the Player, by the way.
And to do this the safest way is to create a Quest, add the Player as an Alias, and add the Ablity as an Alias Spell.
-- Kuertee 07:49, 1 March 2012 (EST)
- It would be great if you created a page with this information to go in the Solutions category. I imagine it's a problem a lot of modders run into but few know how to solve.
- Oh, and you can use this markup to add syntax highlighting to Papyrus:
- <source lang="papyrus">Code goes here</source>
- -- Cipscis 15:56, 1 March 2012 (EST)
- Done. This is now in the Solutions category.
- -- Kuertee 06:23, 2 March 2012 (EST)