Difference between revisions of "User talk:RedFault"

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1,789 bytes added ,  15:33, 4 January 2008
Adding example
imported>RedFault
imported>RedFault
(Adding example)
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===Are Static Objects Scriptable?===
===Are Static Objects Scriptable?===
:One of my biggest concerns, especially comparing this with the Neverwinter Nights Aurora Toolset, is that it seems there's no way to attach scripts to static world objects.  Am I wrong?  I had a brilliant idea to make an Archery Target script that would really increase your Marksmanship Skill (at a slower rate than in combat), and I wrote a rough script that I thought would get me started, only to discover that the TargetHeavy01 object doesn't have a "Script" field.  Is there a workaround for this?  If so, I think it deserves an entry in this Wiki.  Unless I'm overlooking something obvious, and it's completely possible, and very easy to do.  Being able to script placeable objects is a fundamental ability for good modding.
:One of my biggest concerns, especially comparing this with the Neverwinter Nights Aurora Toolset, is that it seems there's no way to attach scripts to static world objects.  Am I wrong?  I had a brilliant idea to make an Archery Target script that would really increase your Marksmanship Skill (at a slower rate than in combat), and I wrote a rough script that I thought would get me started, only to discover that the TargetHeavy01 object doesn't have a "Script" field.  Is there a workaround for this?  If so, I think it deserves an entry in this Wiki.  Unless I'm overlooking something obvious, and it's completely possible, and very easy to do.  Being able to script placeable objects is a fundamental ability for good modding.
:The script I had started was as follows:
<pre>
  ScriptName ArcheryPractice
  ref ammoRef
  ref shooter
  short distance
  Begin OnTrigger
  Set ammoRef to GetActionRef
    ;When something collides with me, capture the colliding object's
    ;reference so I can check to see if it's an ammo object
  If (ammoRef.IsAmmo == false)
    Return
    ;I have been hit by something other than ammo, don't waste processor
    ;power with the rest of the script
  Endif
  If (ammoRef.IsOwner != 1)
    Message "A shot was fired at an Archery Target by someone other than
            the Player."
      ;This would want to be removed after testing, of course.
    Return
    ;If this works as intended, then the script does not continue to execute
    ;if the shot was not fired by the player.
  Endif
  Set shooter to Player
    ;This should only be possible if the shooter was the Player.  There
    ;is probably a more elegant solution.
  Set distance to GetDistance shooter
    ;Capture the distance between myself and the shooter
  shooter.IncrementPlayerSkillUse Marksmanship 1 1
    ;I don't know how the integers work here.  How much am I increasing?
  Message "You are about %.0f feet from the target." distance
    ;If I'm using this right, it should display the "distance" variable in
    ;an integer format.
  End
</pre>
:Obviously not a finished product, and probably not even correctly written.  I don't know how some of the functions work until I can try them, and since this script was written to be attached to the target itself, I can't test it.  It seems strange to me that you wouldn't be able to interact with something as straightforward as an archery target.  So.  Am I overlooking something, or can static objects really not be scripted?
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