Complete Example Scripts: Difference between revisions
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imported>ChrisT1981 No edit summary |
imported>Jog (Mess-o-headers) |
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</source> | </source> | ||
'''To Make This Script Work''' | |||
Select an existing object in your cell | Select an existing object in your cell | ||
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* Then go in-game and walk into the space where this invisible box is. | * Then go in-game and walk into the space where this invisible box is. | ||
'''Uses:''' | |||
* Create events that depend on player positioning | * Create events that depend on player positioning | ||
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</source> | </source> | ||
'''To Make This Script Work''' | |||
* Make an XMarkerHeading object (search *All with "xmarker" filter), place it where you want the player to be moved to. | * Make an XMarkerHeading object (search *All with "xmarker" filter), place it where you want the player to be moved to. | ||
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Get used to these basics and you will find Papyrus much more powerful than prior scripting languages. | Get used to these basics and you will find Papyrus much more powerful than prior scripting languages. | ||
===A Fully Functional Dwemer Button=== | ===A Fully Functional Dwemer Button=== | ||
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</source> | </source> | ||
'''To Make This Script Work''' | |||
* You must create this script on a Activator object, probably a dwemer button :) | * You must create this script on a Activator object, probably a dwemer button :) | ||
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To extract files from the Skyirm .BSA files you must download something like the Fallout3 Archive Utility, do a google search for this. | To extract files from the Skyirm .BSA files you must download something like the Fallout3 Archive Utility, do a google search for this. | ||
===Set Quest Stage When Picked Up By Player=== | ===Set Quest Stage When Picked Up By Player=== | ||
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EndState | EndState | ||
</source> | </source> | ||
===Good Usage of Properties to Make Scripts Compact=== | ===Good Usage of Properties to Make Scripts Compact=== | ||
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'''How to Make This Script Work''' | |||
* You will need to replace all names for the Draugr Archers (RamaJRFadeRockArcher001 for example) with the exact ID values of each of your chosen creatures. | * You will need to replace all names for the Draugr Archers (RamaJRFadeRockArcher001 for example) with the exact ID values of each of your chosen creatures. | ||
* Then you will need to chose for each instance of the script whether the boolean property should be false or true, this setting process shows up a simple checkmark box in the editor | * Then you will need to chose for each instance of the script whether the boolean property should be false or true, this setting process shows up a simple checkmark box in the editor | ||
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</source> | </source> | ||
'''How to make this script work''' | |||
*Put it to your "Data/Scripts/Source" Folder and compile. | *Put it to your "Data/Scripts/Source" Folder and compile. | ||
*Call it's functions in other scripts either by import and call by function name or by using ExtendedUtility.<FunctionName>() | *Call it's functions in other scripts either by import and call by function name or by using ExtendedUtility.<FunctionName>() | ||