Difference between revisions of "Bug list"

1,303 bytes added ,  18:51, 17 June 2012
no edit summary
imported>Black RL
imported>Black RL
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[[File:CKTUTLoadBug04.jpg]]
[[File:CKTUTLoadBug04.jpg]]


Put the following script into the doors, safe object is the bucket, one door has to have 1 in TravelTo and the other has to have 2:
Put the following script into the doors, edit properties (NOT in the script, in CK), safe object is the bucket, one door has to have 1 in TravelTo and the other has to have 2:
<source lang="papyrus">
<source lang="papyrus">
Scriptname ACHSafeLoadScript extends ObjectReference
Scriptname ACHSafeLoadScript extends ObjectReference
Line 49: Line 49:
EndEvent
EndEvent
</source>
</source>
Put this script in our awesome bucket, edit properties, select the the global, then press auto fill, it will fill all your objectives if you name them like I said:
<source lang="papyrus">
Scriptname ACHSafeLoadCHILDScript extends ObjectReference
;Written by Black RL, I'm no expert so don't bash
;Called it CHILD but it isn't a real child, works with script ACHSafeLoadScript
ObjectReference PlaceToGo
Float GlobalValue
GlobalVariable Property SafeLoadGlobal Auto
{The global that controls travel objective}
ObjectReference Property Objective001 Auto
{Our objective, you can extend this}
ObjectReference Property Objective001A Auto
ObjectReference Property Objective002 Auto
ObjectReference Property Objective002A Auto
Actor ClosestActor
Event OnLoad()
debug.Notification("I'm loaded!")
TravelTo()
ClosestActor = Game.FindClosestActorFromRef(Self, 300.0)
ClosestActor.MoveTo(PlaceToGo)
EndEvent
Function TravelTo()
GlobalValue = SafeLoadGlobal.GetValue()
If GlobalValue == 1
PlaceToGo = Objective001
ElseIf GlobalValue == 2
PlaceToGo = Objective001A
ElseIf GlobalValue == 3
PlaceToGo = Objective002
ElseIf GlobalValue == 4
PlaceToGo = Objective002A
;ElseIf
;Extend here
EndIf
EndFunction
</source>
Done! Go test ingame! ^^
Anonymous user