Category talk:Packages
Is there a way to dynamically specify the target or location of a package with scripting? Right now I have about 8 identical packages made, all of them pointing to a different location, and the script loads up whichever one it needs. I would rather have the script load up the same package every time, using a reference for a target that I can specify within the script. Is this possible? Sockmonkeh 13:44, 7 April 2006 (EDT)
- --Kkuhlmann 16:45, 7 April 2006 (EDT): You could do this a couple of ways. Depends on the exact situation, which I'm not sure of from your description. You could have a single package pointing to an XMarker (look under Statics -- we use them everywhere). Name the XMarker move it to whereever you need it (probably by having xmarkers at the 8 locations), then the package will directly the NPC to wherever the xmarker is currently located. Another way would be to use 8 packages with conditions on them (based on script variables or whatever you want to distinguish which one applies), then evp the NPC whenever the variable(s) change so he picks up the correct package.
Thanks, the first solution is perfect. Sockmonkeh 20:58, 7 April 2006 (EDT)
How can I convince an NPC to actualy attack a static object? I tried using Use Item At package, with X marker pointing to that reference as target, but the NPC only engages, and freezes at the begining of the swing, or doesn't attack the object at all. I know this is possible because lot of NPCs in TESIV, such as Agronak Gro Malog do it. Can this be fixed? --Einsty 19:58, 22 February 2009 (EST)
- Try using an Activator, instead. If you don't give the Activator a name, it'll look just like a static in the gameworld.
- Dragoon Wraith TALK 21:28, 22 February 2009 (EST)
Thanks a lot, I replaced the static with activator and it works.--Einsty 12:09, 23 February 2009 (EST)
About Scripting..
So is there any way for you to pick a package through the command box... terminal... whatever pops up when you press the ~ key?
- "actor.addscriptpackage refid of package" will do the trick--at least I think it does, it's been a while. Though you'll need to know that annoyingly unmemorable hex code, and ISTR that addscriptpackage is unadded as soon as the actor reevaluates to some other procedure and not when its duration suggests it's due to expire, e.g. if another actor decides to chat to them then they'll rescan their package list and dump whatever you told them to do. --cbh 18:04, 28 August 2009 (EDT)
AI functions link
So how would I add a link to "See Also" Category:AI_Functions? I think I might've added a link to categories before but for the life of me I can't remember how. In any case, there should be a link to related functions for most non-scripting categories.
To create a link to the AI Functions Category use this syntax:
[[:Category:AI Functions|AI Functions]]The : in front also works for images (if you don't want to embed them in the page). I agree about links to related script functions, another item on a very long todo list.
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