Complete Example Scripts: Difference between revisions
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imported>Evernewjoy (Created page with " == Complete Example Scripts == * '''Script Instantiation''' Please remember that no example scripts are complete by themselves, you must create an object in your cell and a...") |
imported>Evernewjoy |
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And if the script has any properties, those properties must be set to actual values before script will work. | And if the script has any properties, those properties must be set to actual values before script will work. | ||
* '''Script Name''' | |||
You can change the name in script below to be anything you want, but the name must match what you type into the editor when you select [NEW] to make a new script. | |||
So it is best to make a new script, give it a name, and change the name of the script examples below to match the name you typed in. | |||
---- | |||
'''A Trigger To Activate When Player Walks Through It | |||
''' | |||
<source lang="papyrus"> | |||
Scriptname ExampleTrigger extends ObjectReference | |||
Event onTriggerEnter(ObjectReference ObjRef) | |||
;remove this if statement if you want | |||
;other objects to activate the trigger | |||
;also | |||
if(ObjRef == game.getplayer()) | |||
Debug.MessageBox("Yippee!") | |||
endif | |||
endEvent | |||
</source> | |||
'''To Make This Script Work''' | |||
Select an existing object in your cell | |||
Click on the Trigger Volume button, the box with a T inside of it. | |||
* A orange box should appear around the object you selected. | |||
''One reason the Creation Kit is more awesome than any prior editor I've used is this feature! | |||
If you know you need a large trigger volume, select a large object before pressing the T-box button!'' | |||
* Now edit the new orange box you created and add the script above. | |||
* Then go in-game and walk into the space where this invisible box is. | |||
'''Uses:''' | |||
* Create events that depend on player positioning | |||
* You could eliminate the player if statement above and have other actors like draugr or companions activate things as well | |||
* Non-player triggers can be used by changing the == to a != in the script above, to do things to other actors like restoring their health or moving them around (but not affecting player if player walks through the trigger) | |||