Difference between revisions of "Bethesda Tutorial Papyrus Events and Properties"
Bethesda Tutorial Papyrus Events and Properties (edit)
Revision as of 02:25, 21 May 2012
, 02:25, 21 May 2012Fixed sentence structure.
imported>Electrosheep |
imported>Cuntfuckballs m (Fixed sentence structure.) |
||
Line 188: | Line 188: | ||
* '''endIf''' - This is necessary to close any '''"if"''' statement. It's possible to have multiple if statements within each other for more complicated operations, so it becomes important to keep track of your logic using these. When an '''"if"''' statement is beneath another '''"if"''' statement, it is said to be nested.}} | * '''endIf''' - This is necessary to close any '''"if"''' statement. It's possible to have multiple if statements within each other for more complicated operations, so it becomes important to keep track of your logic using these. When an '''"if"''' statement is beneath another '''"if"''' statement, it is said to be nested.}} | ||
Now, | Now, the last thing we need to do is assign a value to our new property. To do so, let's go back to the Creation Kit, and double click either of our two dead Draugr. Get to the scripts tab and select our '''LokirsDraugrResurrection''' script. Then hit properties. Then select our new '''myTrigger''' property and hit "Edit Value". Now, select "Pick Reference in Render Window". Finally, double click our blue activation box that triggers our boss Draugr to come forth from his tomb. | ||
Save the plugin, then go ahead and test it. | Save the plugin, then go ahead and test it. | ||
You will find that the Draugr will be resurrected only once. The reason why the Draugr aren't resurrected (and the boss Draugr trap triggered) every time the player moves through the activation box is because of a property of the script attached to it called '''doOnce'''. It is probably a good idea to check the script attached to our triggerbox ('''defaultActivateSelf''') out in more detail to see how you can assign default, or automatic, values to properties. | You will find that the Draugr will be resurrected only once. The reason why the Draugr aren't resurrected (and the boss Draugr trap triggered) every time the player moves through the activation box is because of a property of the script attached to it called '''doOnce'''. It is probably a good idea to check the script attached to our triggerbox ('''defaultActivateSelf''') out in more detail to see how you can assign default, or automatic, values to properties. |