Difference between revisions of "Talk:Creating a Mannequin"
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imported>Mrkef |
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Thanks for this; I was literally just about to make this page (but it wouldn't have been near as good) — [[User:Dwarduk|''<span style="font-family: 'Calibri', Sans-Serif;">dwarduk</span>'']] ([[User_talk:Dwarduk|T]]/[[Special:Contributions/Dwarduk|C]]) 11:08, 12 February 2012 (EST) | Thanks for this; I was literally just about to make this page (but it wouldn't have been near as good) — [[User:Dwarduk|''<span style="font-family: 'Calibri', Sans-Serif;">dwarduk</span>'']] ([[User_talk:Dwarduk|T]]/[[Special:Contributions/Dwarduk|C]]) 11:08, 12 February 2012 (EST) | ||
I am trying to fix living mannequins, frozen in strange positions. After a few hours of testing I have found the following. | |||
:: - The rootcause is in the mannequin script - in onCellLoad() part | |||
:: - There are some functions which are completly out of my understanding, so I hope someone here can help. | |||
Original script source code (some not active parts removed): | |||
EVENT OnCellLoad() | |||
:: ;Trace("DARYL - " + self + " Waiting a bit because it's the only way to get code to run in OnCellLoad it seems") | |||
:: wait(0.25) ; This is clear. From my tests it seems it can be removed | |||
:: ;Trace("DARYL - " + self + " Calling EquipCurrentArmor() Function") | |||
:: EquipCurrentArmor() ; clear | |||
:: ;Trace("DARYL - " + self + " Blocking actors activation") | |||
:: self.BlockActivation() ; disable direct actor activation, keep only mannequin activator trigger | |||
:: ;Trace("DARYL - " + self + " Moving to my linked ref") | |||
:: self.EnableAI(TRUE) ; most disturbing function, why AI needs to be active for the shift?: | |||
:: MoveTo(GetLinkedRef()) ; clear - move mannequin to XMarkerHeading. Is it realy neccessary if I put mannequin on place in CK??? | |||
:: ;Trace("DARYL - " + self + " Disabling my AI so I'll freeze in place") | |||
:: self.EnableAI(FALSE) ; again, why AI is active, it works for me without these two enable/disable functions | |||
EndEVENT | |||
--[[User:Mrkef|Mrkef]] 04:19, 10 March 2012 (EST) |
Revision as of 04:19, 10 March 2012
Sorry for the grammar, english is not my mother tongue. But i'm sure someone will correct this article for me. Thanks --Kkalex 12:42, 10 February 2012 (EST)
- I went ahead and corrected some grammar mistakes and improved the organization of the article. Very well written tutorial, though!
- --ElijahHouck 13:12, 10 February 2012 (EST)
- Thank you --Kkalex 23:08, 10 February 2012 (EST)
Thanks for this; I was literally just about to make this page (but it wouldn't have been near as good) — dwarduk (T/C) 11:08, 12 February 2012 (EST)
I am trying to fix living mannequins, frozen in strange positions. After a few hours of testing I have found the following.
- - The rootcause is in the mannequin script - in onCellLoad() part
- - There are some functions which are completly out of my understanding, so I hope someone here can help.
Original script source code (some not active parts removed):
EVENT OnCellLoad()
- ;Trace("DARYL - " + self + " Waiting a bit because it's the only way to get code to run in OnCellLoad it seems")
- wait(0.25) ; This is clear. From my tests it seems it can be removed
- ;Trace("DARYL - " + self + " Calling EquipCurrentArmor() Function")
- EquipCurrentArmor() ; clear
- ;Trace("DARYL - " + self + " Blocking actors activation")
- self.BlockActivation() ; disable direct actor activation, keep only mannequin activator trigger
- ;Trace("DARYL - " + self + " Moving to my linked ref")
- self.EnableAI(TRUE) ; most disturbing function, why AI needs to be active for the shift?:
- MoveTo(GetLinkedRef()) ; clear - move mannequin to XMarkerHeading. Is it realy neccessary if I put mannequin on place in CK???
- ;Trace("DARYL - " + self + " Disabling my AI so I'll freeze in place")
- self.EnableAI(FALSE) ; again, why AI is active, it works for me without these two enable/disable functions
EndEVENT
--Mrkef 04:19, 10 March 2012 (EST)