Difference between revisions of "Template:NifSE Example"
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imported>DragoonWraith |
imported>DragoonWraith (should have more dollar signs) |
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if ( playerWeapon ) | if ( playerWeapon ) | ||
let filepath := NifGetOriginalPath nifID | let filepath := NifGetOriginalPath nifID | ||
SetModelPath filepath playerWeapon | SetModelPath $filepath playerWeapon | ||
NifClose nifID | NifClose nifID | ||
endif | endif | ||
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let nifID := NifOpen $filepath 1 | let nifID := NifOpen $filepath 1 | ||
let filepath := NifGetPath nifID | let filepath := NifGetPath nifID | ||
SetModelPath filepath playerWeapon | SetModelPath $filepath playerWeapon | ||
endif | endif | ||
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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> | 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:NifSE|!!Example]] | ||
[[Category:Templates|NifSE Example]] | [[Category:Templates|NifSE Example]] | ||
[[Category:Function Info Templates|NifSE Example]] | [[Category:Function Info Templates|NifSE Example]] | ||
</noinclude> | </noinclude> |
Latest revision as of 09:42, 10 February 2015
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.