User talk:JBurgess
Hi JBurgess,
Was being impatient and asking where it was, but never mind :)
I found it. Thanks!
Whist34 00:42, 19 April 2006 (EDT)
Dynamic pathing?
I'm doing some research into dynamically generating dungeons, and was wondering if you knew if there was any way to alter cell pathing via scripts. It doesn't look like path nodes are treated like normal objects, so I'm guessing I probably can't use them with PlaceAtMe. Perhaps I could use AI scripts and Xmarkers to simulate pathing? Thanks. --Mrflippy 18:39, 19 April 2006 (EDT)
I went to the big guns to see if we had an answer for you. Here's what one of our programmers had to say about it:
There's no pleasant way to do it.
The only way pathgrids can be affected through script is with the EnableLinkedPathPoints and DisableLinkedPathPoints functions.
It would be ugly, but he could build a 3D regular grid of points where each point is connected to all the points its adjacent to. Then each point could be linked to a named reference. With this setup he could turn each point on and off individually through script. Each of these named references could have a script on them that does a DisableLinkedPathPoints OnLoad so all you'd have to do is turn on the points you want.
For example:
Assume you've placed a hallway piece at 0, 0, 0 that you know is 200 x 800. And that your regular grid has points every 100 units. To turn on the points running up the center of the hallway you'd do the following:
PointRefP000N400P000.EnableLinkedPathPoints PointRefP000N300P000.EnableLinkedPathPoints PointRefP000N200P000.EnableLinkedPathPoints PointRefP000N100P000.EnableLinkedPathPoints PointRefP000P000P000.EnableLinkedPathPoints PointRefP000P100P000.EnableLinkedPathPoints PointRefP000P200P000.EnableLinkedPathPoints PointRefP000P300P000.EnableLinkedPathPoints PointRefP000P400P000.EnableLinkedPathPoints
Sounds like a headache, and that's assuming you don't attempt to generate dungeons with any verticality. Regardless; good luck! JBurgess 10:13, 20 April 2006 (EDT)
Thanks for the quick reply. It might be ugly, but I THINK we can make this work. (We'd have to spend some script time aliasing those object references to dynamic reference holders) However, I think I know a wish list request for the Scripting language that might be showing up in the not too distant future. Tegid 10:46, 20 April 2006 (EDT)
Thanks for the reply! --Mrflippy 11:04, 20 April 2006 (EDT)
Help! I accidentaly deleted objects from the object library![edit source]
I thought that I was deleting them from the CreepyCave. Now I can't use them! It says they have been deleted! They are used in over 600 caves in the game! CSRoomCornerIn01 B, C, and D. I deleted them while trying to find the right piece (which was CSRoomCornerIn01A). Please help! What can I do? The CS won't let me use these anymore! I don't know if they work ingame! Dylnuge 23:22, 4 October 2006 (EDT)
Sorry for bothering you, but I don't know what do do. Thanks.
Okay, I'm not sure if/how functional it is (and I'm not near a PC with it installed to check) on the current public version of the CS, but try the version control menu, and "undo checkout" on any of the statics that you've deleted. If that doesn't work, you'll want to not save your work and revert to a previous version of your .esp. And if you've already saved with that .esp, then you may just have to drop the plugin.
Perhaps we should have a little wisdom nugget in the article about avoiding this - you definitely don't want to rename or delete any of the "base" objects in the Oblivion.esm you're provided with, even if you're only making that change in you local .esp.JBurgess 23:50, 4 October 2006 (EDT)
Dylnuge, you can find instructions for fixing unwanted changes or accidental deletions on the File_Details page. And Joel, stop trying to make us jealous of your fancy CS. ;) Ours doesn't have version control. Scruggs 00:39, 5 October 2006 (EDT)
Thanks. I followed the steps on the File_Details page. Sorry for panicing. Dylnuge 21:45, 5 October 2006 (EDT)