[dismiss]
This wiki is a copy of the original Oblivion CS wiki created and maintained by the UESP.net. See CSwiki:Copy Notice for more info.
Difference between revisions of "Scripting Tutorial: Summoned Creatures"
Jump to navigation
Jump to search
m
Scripting Tutorial: Summoned Creatures (edit)
Revision as of 09:26, 13 June 2008
, 09:26, 13 June 2008added internal links, and standardized formatting
imported>Gdarknight |
imported>Qazaaq m (added internal links, and standardized formatting) |
||
Line 1: | Line 1: | ||
[[Category: Tutorials]] | [[Category: Tutorials]] | ||
[[Category: Scripting Tutorials]] | [[Category: Scripting Tutorials]] | ||
__TOC__ | |||
This tutorial will help you set up a custom Summon Creature spell using the Script Effect system. This is a complete tutorial starting at the basics. | This tutorial will help you set up a custom Summon Creature spell using the Script Effect system. This is a complete tutorial starting at the basics. | ||
This will not change any game play settings or magic effects. | This will not change any game play settings or magic effects. | ||
==What you will do== | |||
This tutorial will show you how to: | This tutorial will show you how to: | ||
* Create a simple holding cell | * Create a simple holding cell | ||
Line 14: | Line 17: | ||
* Create a new spell with the scripted "summon" effect | * Create a new spell with the scripted "summon" effect | ||
==Step 1: Create a holding cell for your creatures== | |||
* Open the [[:Category:Cells|World-> Cells]] menu and make sure the drop-down menu is set on [[Interior cells|Interiors]]. | |||
* Right-click on a cell name and select '''New'''. Make sure your ID is something unique you can remember. | |||
* Open the | |||
* Right-click on a cell name and select '''New'''. Make sure your | |||
* Click Ok when done, and Ok again to close the menu. | * Click Ok when done, and Ok again to close the menu. | ||
* Double-click on your Interior under the '''Cell View''' listing. You will now drag in an anchor reference to move the creature back to the cell. | * Double-click on your Interior under the '''Cell View''' listing. You will now drag in an anchor reference to move the creature back to the cell. | ||
* In the | * In the [[Object Window]], expand World Objects -> Static''', and click on Architecture. | ||
* Drag an interior such as “'''''AnvilHouseMCInterior01'''''” into the | * Drag an interior such as “'''''AnvilHouseMCInterior01'''''” into the [[Render Window]]. | ||
* Right-click on the architecture object in the | * Right-click on the architecture object in the [[Cell View Window]] listing, and select '''Edit'''. | ||
* Enter a name for the reference such as “'''''CreatureCageREF'''''”, select “'''Persistent Reference'''” and click '''Ok'''. | * Enter a name for the reference such as “'''''CreatureCageREF'''''”, select “'''Persistent Reference'''” and click '''Ok'''. | ||
==Step 2: Choose an AI follow package== | |||
There is a default “'''''FollowPlayer'''''” [[Glossary#A|AI package]], but it does not allow for swimming, falls, etc. You can use the steps below to create a custom package, or skip to Step 3. | |||
There is a default “'''''FollowPlayer'''''” package, but it does not allow for swimming, falls, etc. You can use the steps below to create a custom package, or skip to Step 3. | |||
* Open the | * Open the [[:Category:Packages|Characters->Packages]] menu. | ||
* Right-click on a space and select '''New'''. | * Right-click on a space and select '''New'''. | ||
[[Image:Packages01.jpg|624px|Packages01.jpg]] | |||
* Enter a unique name for you package that you can remember. | * Enter a unique name for you package that you can remember. | ||
* Select “'''Must Complete'''” and “'''Defensive Combat'''” at a minimum; “'''Allow Swimming'''” and “'''Allow Falls'''” are optional. The other options are more for NPC’s than creatures. | * Select “'''Must Complete'''” and “'''Defensive Combat'''” at a minimum; “'''Allow Swimming'''” and “'''Allow Falls'''” are optional. The other options are more for [[Glossary#N|NPC’s]] than creatures. | ||
* Change the '''Package Type '''drop-down to “Follow”. | * Change the '''Package Type''' drop-down to “Follow”. | ||
* Click on the '''Target''' tab and select “Specific Reference”. | * Click on the '''Target''' tab and select “Specific Reference”. | ||
* Choose the Cell “'''''AbandonedMine02'''''” and the Ref “'''''Player PlayerRef'''''”. | * Choose the Cell “'''''AbandonedMine02'''''” and the Ref “'''''Player PlayerRef'''''”. | ||
* Set the distance the creature can be from you: recommend 128. | * Set the distance the creature can be from you: recommend 128. | ||
[[Image:Packages02.jpg|624px|Packages02.jpg]] | |||
* Click '''OK''' when done. | * Click '''OK''' when done. | ||
==Step 3: The Critter!== | |||
You will now change a normal creature into your summon version. I recommend editing an existing creature to ensure proper animation and models. For this example, I picked a Rat. | You will now change a normal creature into your summon version. I recommend editing an existing creature to ensure proper animation and models. For this example, I picked a Rat. | ||
* In the '''Object Window''', expand '''Actors->Creatures->Creatures'''. Scroll down to '''''CreatureRat''''' and double-click to open. | * In the '''Object Window''', expand '''Actors->Creatures->Creatures'''. Scroll down to '''''CreatureRat''''' and double-click to open the properties window. | ||
* Change the ID to “RatSummon01”, and the Name to “Summoned Rat”. | * Change the ID to “RatSummon01”, and the Name to “Summoned Rat”. | ||
* Uncheck the “'''Respawn'''” box so we can control the resurrection from script. | * Uncheck the “'''Respawn'''” box so we can control the resurrection from script. | ||
* Click on the AI button to open the menu. | * Click on the AI button to open the [[AI_Button|AI menu]]. | ||
[[Image:AIMenu01.jpg|568px|AIMenu01.jpg]] | |||
* Set the “'''Aggression'''” to zero and delete any existing packages | * Set the “'''Aggression'''” to zero and delete any existing packages by selecting them in the list and pressing delete. | ||
* Open the '''Character->Packages''' menu and drag either the “'''''FollowPlayer'''''” package, or a custom one made in step 2 into the AI menu. | * Open the '''Character->Packages''' menu and drag either the “'''''FollowPlayer'''''” package, or a custom one made in step 2 into the AI menu. | ||
* Click '''Save''' to close the menu. You can also close the '''Packages''' menu. | * Click '''Save''' to close the menu. You can also close the '''Packages''' menu. | ||
* Select the “'''Factions'''” tab and delete any existing factions. Open the '''Character->Factions''' menu and drag over the “'''''PlayerFaction'''''”. | * Select the “'''Factions'''” tab and delete any existing factions. Open the '''Character->Factions''' menu and drag over the “'''''PlayerFaction'''''”. | ||
* Click '''Ok''' and answer “'''Yes'''” to create a new form. | * Click '''Ok''' and answer “'''Yes'''” to create a new form. | ||
* Drag your new creature into the Interior you created. Edit the creature reference just like the architecture piece and enter the | * Drag your new creature into the Interior you created. Edit the creature reference just like the architecture piece and enter the reference editor ID “'''''SummonRat1REF'''''”. | ||
* Select “'''Persistent | * Select “'''Persistent Reference'''” and “'''Initially Disabled'''”. This ensures our creature is always available, but not moving around or running AI yet. | ||
* Click '''Ok''' when done. | * Click '''Ok''' when done. | ||
==Step 4: Creating the script effect== | |||
This script uses the [[MoveTo]] command to perform the actual summoning of the creature to the player. The remaining code is for visual effects and placement of the creature back in the holding cell when done, or dead. | This script uses the [[MoveTo]] command to perform the actual summoning of the creature to the player. The remaining code is for visual effects and placement of the creature back in the holding cell when done, or dead. | ||
* Open the | * Open the [[Edit Scripts|Gameplay->Edit Scripts]] menu and click '''Scripts->New'''. | ||
* Copy the script and paste into the editor window. Be sure to change the reference names if different from the tutorial (lines 13, 27, and 58). | * Copy the script and paste into the editor window. Be sure to change the reference names if different from the tutorial (lines 13, 27, and 58). | ||
<pre> | <pre> | ||
ScriptName SummonRatSCR | ScriptName SummonRatSCR | ||
Line 154: | Line 149: | ||
End | End | ||
</pre> | </pre> | ||
* Change the script type to “Magic Effect” in the drop-down and change the name if desired. | * Change the script type to “Magic Effect” in the drop-down and change the name if desired. | ||
* Click the “'''Disk'''” icon (Save) when done, and exit the Script Editor. | * Click the “'''Disk'''” icon (Save) when done, and exit the Script Editor. | ||
==Step 5: The Spell!== | |||
Now we put it all together. The script will simulate the summon effect, while the “Follow” package will make the new creature follow and fight for you. | Now we put it all together. The script will simulate the summon effect, while the “Follow” package will make the new creature follow and fight for you. | ||
* In the '''Object Window''', expand '''Magic->Spells'''. Right-click on a spell name and select '''New'''. | * In the '''Object Window''', expand '''Magic->Spells'''. Right-click on a spell name and select '''New'''. | ||
* Give your spell a unique | * Give your spell a unique ID like “'''''SummonRatCast'''''”. Name the spell as desired, and select the type of spell (Spell, Lesser Power, or Power). | ||
* Click on “'''Script Effect Always Applies'''” and deselect “'''Auto-Calculate'''”. | * Click on “'''Script Effect Always Applies'''” and deselect “'''Auto-Calculate'''”. | ||
* Choose the minimum skill and set the cost if a Spell or LP. | * Choose the minimum skill and set the cost if a Spell or LP. | ||
* Right-click under “'''Effect Name'''” and select '''New'''. | * Right-click under “'''Effect Name'''” and select '''New'''. | ||
* Select “'''Script Effect'''” under the Effect drop-down, and set the | * Select “'''Script Effect'''” under the Effect drop-down, and set the effect's duration to 30 (see the script notes on adjusting the spell length). | ||
* Select your script from the script menu, and give the effect a name like “'''Summon Creature'''”. | * Select your script from the script menu, and give the effect a name like “'''Summon Creature'''”. | ||
* Finally, set the school to “'''Conjuration'''” and choose one of the default Summon spells for the Visual Effect. | * Finally, set the school to “'''Conjuration'''” and choose one of the default Summon spells for the Visual Effect. | ||
* Click '''Ok''' twice when done to exit the spell editor. | * Click '''Ok''' twice when done to exit the spell editor. | ||
==Step 6: Getting your spell into the game== | |||
Adapted from [[Scripting Tutorial: My First Spell]]. | Adapted from [[Scripting Tutorial: My First Spell]]. | ||
Go to the top of the spell list and find the "Count" column. Directly to the left of this column, you should see a double column line instead of the usual single line. Click and drag the right line of these double lines to the right to expand the "[[FormID]]" column. Now, scroll down and find the spell you just added. Write down the number in the Form Id column. It should look something like "01000ED9" | ===Find the Form ID=== | ||
Go to the top of the spell list and find the "Count" column. Directly to the left of this column, you should see a double column line instead of the usual single line. Click and drag the right line of these double lines to the right to expand the "[[FormID]]" column. Now, scroll down and find the spell you just added. Write down the number in the Form Id column. It should look something like "01000ED9" (but may not be exactly that). | |||
===Save=== | |||
This is important! | This is important! | ||
Choose File->Save from the menubar. If you were editing a new plugin, you will be prompted for a filename. Choose something memorable like "'''''Summon Rat Spell'''''". | Choose File->Save from the menubar. If you were editing a new plugin, you will be prompted for a filename. Choose something memorable like "'''''Summon Rat Spell'''''". | ||
===Testing=== | |||
Go ahead and start Oblivion up. When the launcher comes up, click on the "Data Files" button. Make sure that "Oblivion.esm" and the filename you chose earlier are the only entries checked. Click "OK" | Go ahead and start Oblivion up. When the launcher comes up, click on the "Data Files" button. Make sure that "Oblivion.esm" and the filename you chose earlier are the only entries checked. Click "OK" | ||