Bal Oyra Change script
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- Inferno_str1ke
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Bal Oyra Change script
as many of you will know Bal Oyra is being made in both Telvanni and imperial, it can change type depending on the result of a quest. for this reason I have made all the buildings activators, so that they can be made to disappear. but how would i make a script for the telvanni buildings that would have them hidden, but then visible with one outcome? and how would i make one for the imperial that would make them visible but allow them to be hidden if a certain quest outcome is reached?
M1ke
would possible a building script be valid. like the ones used for strongholds and ravenrock. when you first visit the areas the buildings are not there, but when you complete certain quests the buildings appear. i suggest that you look at those scripts and see what was done and if you could duplicate it to your town.
and the changing thing sounds cool
and the changing thing sounds cool
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- Cep
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Its fairly easy to get them to appear/disappear in scripting terms based on the outcome of a journal entry.
However the main prob that I am aware of is the amount of statics that must be disabled/enabled.
It can be done though,
something like,
if ( getjournalindex Bal_Buildings == 10 )
Imperial_Building1->disable
Telvani_Building->enable
endif
However I am not familiar with the code for region specific ID's.
However the main prob that I am aware of is the amount of statics that must be disabled/enabled.
It can be done though,
something like,
if ( getjournalindex Bal_Buildings == 10 )
Imperial_Building1->disable
Telvani_Building->enable
endif
However I am not familiar with the code for region specific ID's.
It's rather simple. Since you use activators as statics, each static gets the same script. To enable/disable them you can use a journal entry or a global varible. Here is an example for imperial buildings which get enabled with a journal entry:
begin Bal_Oyra_Change_sc
if ( GetJournalIndex Bal_buildings == 10 ) ;imperial buildings will appear
if ( GetDisabled == 1 )
enable
endif
else
if ( GetDisabled == 0 )
disable ;disables all buildings before the quest
endif
endif
end
begin Bal_Oyra_Change_sc
if ( GetJournalIndex Bal_buildings == 10 ) ;imperial buildings will appear
if ( GetDisabled == 1 )
enable
endif
else
if ( GetDisabled == 0 )
disable ;disables all buildings before the quest
endif
endif
end
Last edited by Zarkis on Tue Jan 13, 2004 11:00 pm, edited 1 time in total.
Yes but the buildings aren't statics... cause you can't attach a script to a static. So each building or piece of a building must be made as a unique activator. So there isn't any problem with other towns or places since the activators are each unique and only used in Bal Oyra.
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Currently doing:
- Bal Oyra interiors fix
- Bosmora, warehouse and indoor market
OOT status:
BoT (v1.4.)
CoT (v1.0.)
Currently doing:
- Bal Oyra interiors fix
- Bosmora, warehouse and indoor market
OOT status:
BoT (v1.4.)
CoT (v1.0.)
- Inferno_str1ke
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- Inferno_str1ke
- Member
- Posts: 1284
- Joined: Thu Aug 21, 2003 11:25 am
- Location: Manchester, UK
- Contact:
- Inferno_str1ke
- Member
- Posts: 1284
- Joined: Thu Aug 21, 2003 11:25 am
- Location: Manchester, UK
- Contact: