Complete Example Scripts: Difference between revisions
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→A Fully Functional Dwemer Button: Condensed
imported>JustinOther m (→Set Quest Stage When Picked Up By Player: Removed extra line breaks/parenthesis) |
imported>JustinOther m (→A Fully Functional Dwemer Button: Condensed) |
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=A Fully Functional Dwemer Button= | =A Fully Functional Dwemer Button= | ||
<source lang="papyrus"> | <source lang="papyrus">Scriptname DwemerButtonExampleScript extends ObjectReference | ||
Scriptname DwemerButtonExampleScript extends ObjectReference | |||
ObjectReference property objSelf auto hidden | ObjectReference property objSelf auto hidden | ||
Sound property QSTAstrolabeButtonPressX auto | Sound property QSTAstrolabeButtonPressX auto | ||
Event OnCellAttach() ; this event runs when cell is loaded containing this scripted object | |||
;this event runs when cell is loaded containing | |||
PlayAnimation("Open") | PlayAnimation("Open") | ||
EndEvent | EndEvent | ||
Event OnActivate(ObjectReference akActionRef) | Event OnActivate(ObjectReference akActionRef) | ||
if akActionRef == Game.GetPlayer() | |||
if | PlayAnimationAndWait("Trigger01", "done") ;--- sound and animation | ||
PlayAnimationAndWait("Trigger01", "done") | |||
if (QSTAstrolabeButtonPressX) | if (QSTAstrolabeButtonPressX) | ||
QSTAstrolabeButtonPressX.Play(Self) | QSTAstrolabeButtonPressX.Play(Self) | ||
endif | endif | ||
Debug.MessageBox("Joy!") ;actual code for what button should do | |||
Debug.MessageBox("Joy!") | |||
endif | endif | ||
EndEvent</source> | |||
EndEvent | |||
</source> | |||
'''To Make This Script Work''' | '''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 :) | ||
* You must then set the property for the QST sound effect property, the sound file has the same name as the property in the script above. | * You must then set the property for the QST sound effect property, the sound file has the same name as the property in the script above. | ||
'''To make your own dwemer button and avoid messing with the original Skyrim scripts/activators:''' | '''To make your own dwemer button and avoid messing with the original Skyrim scripts/activators:''' | ||
* Extract the dwemer button .nif file from the Meshes.bsa and create a new activator using that .nif file (picking the mesh to use is an option in the activator edit window). | * Extract the dwemer button .nif file from the Meshes.bsa and create a new activator using that .nif file (picking the mesh to use is an option in the activator edit window). | ||
* You must put your extracted .nif file in the skyrim/Data/meshes directory structure if you want the Creation Kit to be able to find and use it. | * You must put your extracted .nif file in the skyrim/Data/meshes directory structure if you want the Creation Kit to be able to find and use it. | ||
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= | ||