Difference between revisions of "Remote Activators"

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#As an hidden inventory. The advantage of using an actor as an inventory is mainly because you want to temporily store items to move between it and the player. This is great for ''replacer'' items where an item in your inventory is exchanged for a different one when dropped or thrown, and then back again when picked up [activated]. A nearby container is required so that the objects can move themselves using the '''RemoveMe''' command. You can also use the '''RemoveItem''' command on the shadow itself to destroy a bunch of objects without creating any message spam.
#As an hidden inventory. The advantage of using an actor as an inventory is mainly because you want to temporily store items to move between it and the player. This is great for ''replacer'' items where an item in your inventory is exchanged for a different one when dropped or thrown, and then back again when picked up [activated]. A nearby container is required so that the objects can move themselves using the '''RemoveMe''' command. You can also use the '''RemoveItem''' command on the shadow itself to destroy a bunch of objects without creating any message spam.
#As a picker-upper. A shadow actor is great for picking up [remote] items so they can be moved between inventories. This is very useful when first getting items into the game, e.g. for sale at merchants. Although not so useful, you can also use this to drop items near the player. Again, all these actions will go on silently and avoid "over emcumbered" messages, etc. One thing to note here is that the shadow will have to be temporily enabled to perform an '''Activate''' command, but you wont see it if you disable the next frame. (I also like to shrink my shadow since their size is irrelevant. '''SetUnconscious''' is also useful here if you dont want to hear ghost voices.)
#As a picker-upper. A shadow actor is great for picking up [remote] items so they can be moved between inventories. This is very useful when first getting items into the game, e.g. for sale at merchants. Although not so useful, you can also use this to drop items near the player. Again, all these actions will go on silently and avoid "over emcumbered" messages, etc. One thing to note here is that the shadow will have to be temporily enabled to perform an '''Activate''' command, but you wont see it if you disable the next frame. (I also like to shrink my shadow since their size is irrelevant. '''SetUnconscious''' is also useful here if you dont want to hear ghost voices.)
#As a target for running scripts. A shadow can run scripts, either directly on itself when near the player, or as the target for objects added to its inventory using '''AddItem 1'''. This is a way to create true dynamic functions in Oblivion, although in most cases its easier just to add a (self-removing) token to the player.
#As a target for running scripts. A shadow can run scripts, either directly on itself when near the player, or as the target for objects added to its inventory using '''AddItem 1'''. This is a way to create true dynamic functions in Oblivion, although in most cases its easier just to add a token to the player.


===Remote Furniture===
===Remote Furniture===
This refers to objects that are classified as Static/Furniture in the CS.
This refers to objects that are classified as Static/Furniture in the CS.


It turns out that chairs are actually equivalent to beds when activated remotely. This effect will bring up the Rest Menu from a script and acts exactly like you were going to sleep (i.e. you will not be allowed if there are enemies nearby.)
It turns out that chairs are actually equivalent to beds when activated remotely. This effect will bring up the Rest Menu from a script and acts exactly like you were going to sleep (i.e. you will not be allowed to if there are enemies nearby.)


===Remote Scrolls===
===Remote Scrolls===
(My favorite!) This refers to objects that are classified as Items/Books in the CS. Although not typically static, there are made so by setting the '''Can't be Taken''' option.
(My favorite!) This refers to objects that are classified as Items/Books in the CS. Although not typically static, there are made so by setting the '''Can't be Taken''' option.


These are a great alternative for bringing up information message boxes in-game from a script. Not only do you not have to worry about large amounts of text in your script, you can totally format it like a book and even display pictures! You also have the option of adding skills this way and/or running a script. I usually use scrolls to get a nice single page of text but books work just as well.
These are a great alternative for bringing up information message boxes in-game from a script. Not only do you not have to worry about large amounts of text in your script, you can totally format it and even display pictures! You also have the option of adding skills this way and/or running a script. I usually use scrolls to get a nice single page of text but books work just as well.


===Other===
===Other===
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===Comments===
===Comments===


Important note: When using remote activators that bring up menu boxes, such as scrolls or containers, although the player cannot do anything until here clicks Close, your scripts will continue running. This means several such windows may open up at the same time if you are not careful. The situation is very similar to that when using the '''MessageBox''' command. I find setting flags between MenuMode and GameMode the easiest way to control this.
Important note: When using remote activators that bring up menu boxes, such as scrolls or containers, although the player cannot do anything until he clicks Close, your scripts will continue running. This means several such windows may open up at the same time if you are not careful. The situation is very similar to that when using the '''MessageBox''' command. I find setting flags between MenuMode and GameMode the easiest way to control this.




[[:Category: Useful Code]]
[[:Category: Useful Code]]
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