Difference between revisions of "Bethesda Tutorial Papyrus Events and Properties"
Bethesda Tutorial Papyrus Events and Properties (edit)
Revision as of 07:50, 17 February 2015
, 07:50, 17 February 2015→Setting the Stage
imported>CraftySentinel m (→Attaching the Script: Corrected some spelling, changed "Important!" to a Warning box as it looked out of place otherwise.) |
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=Setting the Stage= | =Setting the Stage= | ||
First, let's set up the draugr we want to resurrect. In the editor, open the cell '''LokirsTomb''' and focus your view on the cave area; this is our boss chamber. In the [[Object Window]], navigate to '''Actors>Actor''' - or ''' | First, let's set up the draugr we want to resurrect. In the editor, open the cell '''LokirsTomb''' and focus your view on the cave area; this is our boss chamber. In the [[Object Window]], navigate to '''Actors>Actor''' - or '''All''' - and use the filter to locate '''"LvlDraugrMissileMale"''' and '''"LvlDraugrWarlockMale"'''. Drag and drop one of each into the room. | ||
Placed actors like these | Placed actors like these Draugr start alive (''well, relatively speaking''), and we need them to be dead. Double-click on each of them and check the box marked '''"Starts Dead"'''. | ||
{{WarningBox|Modders familiar with earlier BGS titles take note - simply setting the health of a base actor to zero will no longer cause the actor to begin dead. You must use the "Starts Dead" checkbox as specified here.}} | {{WarningBox|Modders familiar with earlier BGS titles take note - simply setting the health of a base actor to zero will no longer cause the actor to begin dead. You must use the "Starts Dead" checkbox as specified here.}} |