Difference between revisions of "Talk:OBSE Wish List"

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2,124 bytes added ,  19:57, 17 October 2006
semi-fulfilled wishes
imported>DragoonWraith
m (→‎Regarding this particular wish...: making link more accurate)
imported>Scruggs
(semi-fulfilled wishes)
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:[[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=2>D</font>ragoon <font face="Oblivion,Daedric Runes" size=2>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 15:20, 7 September 2006 (EDT): They're working on it. As noted, it's their top priority, and they're getting there. Unsure how close they actually are (they don't like talking about development because they don't want to disappoint, but since they develop so rapidly no one minds), but it '''will''' happen. Weapon speed, in fact all the values found [[GetObjectValue#Value Types|here]] will be adjustable, most likely.
:[[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=2>D</font>ragoon <font face="Oblivion,Daedric Runes" size=2>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 15:20, 7 September 2006 (EDT): They're working on it. As noted, it's their top priority, and they're getting there. Unsure how close they actually are (they don't like talking about development because they don't want to disappoint, but since they develop so rapidly no one minds), but it '''will''' happen. Weapon speed, in fact all the values found [[GetObjectValue#Value Types|here]] will be adjustable, most likely.
==Semi-Fulfilled Wishes?==
Several of the requests on the wish list haven't been given their own specific functions but can be partially or completely solved using existing OBSE functions. I haven't deleted them from the wishlist, but maybe they should be moved down in priority? [[User:Scruggs|Scruggs]] 20:57, 17 October 2006 (EDT)
*'''isBowDrawn''' - A boolean function to return if player has nocked an arrow. It should be usefull to give the possibility to "unnock", but even an unnock function all by itself should be very usefull. It'd be best to be able to know also if the arrow has been fully nocked or not. I'm thinking about greater powers to be used only once a day on a single thrown arrow, without having to create a new one to simulate this effect (so without giving any possibility to stock them every day).
:: You can do this by checking for the length of time the attack button has been held down while a bow and arrow are equipped.
*'''DisablePlayerControls2''' - Disables ALL controls including mouse movements for the player, but still make the TapKey, HammerKey etc. functions work as usual. --[[User:Mandrill|Mandrill]] 06:38, 14 August 2006 (EDT) - This could be done by using [[DisableKey]] on all the keys on the keyboard, as [[TapKey]] and [[IsKeyPressed]] '''should''' still work (needs testing) - An easier way to do this is to call disableplayercontrols, disable mouse, and disablekey on the console. - [[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=2>D</font>ragoon <font face="Oblivion,Daedric Runes" size=2>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]]: IsKeyPressed does work, I haven't tried TapKey.
*'''OnJump''' - trigger the script when the object jumps
:: Considering that only the player is actually capable of jumping, this can be done by detecting when the Jump key is pressed.
*'''GetStandingActor''' - returns ref variable for the last actor to step onto the object. Would be hugely useful for traps.
:: This can be done with trigger zones placed either separately from the object or incorporated into the .nif.
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