Difference between revisions of "Bethesda Tutorial Scenes"

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132 bytes added ,  13:26, 11 February 2021
→‎Additional Functionality: Mention IsSceneActionComplete
imported>Lmstearn
imported>Thingy Person
(→‎Additional Functionality: Mention IsSceneActionComplete)
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It's possible to add scripts to a scene's beginning or end by clicking "Edit Data" at the top of the tab. You can even double-click on a phase title and put scripts at the beginning and end of individual phases. As you might imagine, this opens up a lot of pretty complicated behavior and functionality. In fact, there are quests in Skyrim that are little more than scenes with scripts firing at appropriate phases.  
It's possible to add scripts to a scene's beginning or end by clicking "Edit Data" at the top of the tab. You can even double-click on a phase title and put scripts at the beginning and end of individual phases. As you might imagine, this opens up a lot of pretty complicated behavior and functionality. In fact, there are quests in Skyrim that are little more than scenes with scripts firing at appropriate phases.  


Finally, the rule about "all actions must complete before a phase finishes" can even be broken. That is the default, but if you look in the scene window, you can see that it's also possible to set conditions which will end the particular phase.
Finally, the rule about "all actions must complete before a phase finishes" can even be broken. That is the default, but if you look in the scene window, you can see that it's also possible to set conditions which will end the particular phase. The [[IsSceneActionComplete]] condition function can be especially useful if some actions in a phase can complete and others can't.


=Caveats=
=Caveats=

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