Difference between revisions of "Template:NifSE Example"
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imported>DragoonWraith |
imported>Darkness X |
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<noinclude>An example script used in several places covering the basics of using [[:Category:NifSE|NifSE]]. | <noinclude>An example script used in several places covering the basics of using [[:Category:NifSE|NifSE]].</noinclude> | ||
== Example == | |||
As an example of using NifSE, consider this code: | As an example of using NifSE, consider this code: | ||
ref playerWeapon | ref playerWeapon | ||
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End | End | ||
Every time the player equips a new weapon, creates a copy of the weapon's model that can be edited using NifSE, and sets the weapon's model to the copy. If a previous weapon had been affected, sets that weapon's model back to its original file, and closes that nif in NifSE. From here, one would presumably have further blocks dedicated to determining when to apply various changes using the other NifSE functions. | Every time the player equips a new weapon, creates a copy of the weapon's model that can be edited using NifSE, and sets the weapon's model to the copy. If a previous weapon had been affected, sets that weapon's model back to its original file, and closes that nif in NifSE. From here, one would presumably have further blocks dedicated to determining when to apply various changes using the other NifSE functions. | ||
<noinclude> | |||
[[Category: NifSE|Example]] | |||
[[Category: Templates|NifSE Example]] | |||
[[Category: Function Info Templates|NifSE Example]] | |||
</noinclude> |
Revision as of 10:18, 3 May 2010
An example script used in several places covering the basics of using NifSE.
Example
As an example of using NifSE, consider this code:
ref playerWeapon string_var filepath short nifID Begin GameMode if ( playerWeapon != player.GetEquippedObject 16 ) if ( playerWeapon ) let filepath := NifGetOriginalPath nifID SetModelPath filepath playerWeapon NifClose nifID endif let playerWeapon := player.GetEquippedObject 16 let filepath := GetModelPath playerWeapon let nifID := NifOpen $filepath 1 let filepath := NifGetPath nifID SetModelPath filepath playerWeapon endif End
Every time the player equips a new weapon, creates a copy of the weapon's model that can be edited using NifSE, and sets the weapon's model to the copy. If a previous weapon had been affected, sets that weapon's model back to its original file, and closes that nif in NifSE. From here, one would presumably have further blocks dedicated to determining when to apply various changes using the other NifSE functions.