(Resource) Night and daylight script
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03-25-2008, 10:09 PM,
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(Resource) Night and daylight script
This script, if applied to a light source(not the lamp itself but the light) will make lights either turn on only in the day or night, your choosing. here you go!
Begin Daylightscript if gamehour <= 18 if gamehour > 7 enable else disable endif else disable endif end --------------------------------------------------------------------- begin NighlightScript if gamehour <= 18 if gamehour > 7 disable else enable endif else enable endif end
If I'm smiling you shouldn't be.
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03-26-2008, 03:16 AM,
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Thanks Dephenistrator for this useful script
It is intended to be used in Karthor Dale and Veranis Hall so that street lamps will be off in the day and on in the evenings An important not to clarify this script add a new light to your mod, the lamp or candle should be (NO FLAME) add a new light (marker) combine the two when you place them add this script to the light MARKER ONLY Thanks Much Enjoy Bob
I am a free single guy again, but I am still addicted to Elder Scrolls
http://z10.invisionfree.com/Island_of_Ra...hp?act=idx Enjoy the Great taste of Diet Bob, with Zero Calories |
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03-26-2008, 06:22 AM,
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I'll always help or do requests, I like doing this kinda thing, so enjoy!
:wave: :jump::jump: :wave: ... it's a DNA helix in motion, look again you might see it.
If I'm smiling you shouldn't be.
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03-26-2008, 02:49 PM,
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That is pretty cool looking
NOW thanks for the help but ou might bite off ore than you bargend for offering to hep anytime See we here in ES3 land are like hungry dogs, when we get the scent of someone offering to come and help we eat it up, only because its so rare j/king of course thanks Much Enjoy Bob
I am a free single guy again, but I am still addicted to Elder Scrolls
http://z10.invisionfree.com/Island_of_Ra...hp?act=idx Enjoy the Great taste of Diet Bob, with Zero Calories |
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03-26-2008, 03:52 PM,
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Dephenistrator: Did you mention a mod with growing plants somewhere? I know Bob was interestes in that for TES3.
And a thought, possibly applicable for both TES3 & TES4: Can there be a script that not only turns on a light at night, but also when the weather is foggy or rainy? Could be handy for lighthouses. Thanks, Steve |
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03-26-2008, 04:21 PM,
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:yes: to growing plants :yes: to fog and rain Enjoy Bob Zero
I am a free single guy again, but I am still addicted to Elder Scrolls
http://z10.invisionfree.com/Island_of_Ra...hp?act=idx Enjoy the Great taste of Diet Bob, with Zero Calories |
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03-27-2008, 04:58 AM,
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As far as on/off for weather, that should be as easy as before if morrowind script can ask what the current weather is(I'd have to check.) and as far as growing plants, I barely got that to work in Oblivion(occasionaly freezes the game). I used marker scripts and other effects I know aren't in Morrowind(At least in the manner I used them), and I have absolutely no idea if it would work in Morrowind. Maybe the actual hight growth would but theres no way I could make it spawn offspring like on Oblivion, Morrowind would probably crash even if I could.
If I'm smiling you shouldn't be.
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03-27-2008, 09:59 AM,
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What I had thought would work for growing plants in morrowind is if we had the script check for X,Y, & Z axis with each growth spurt (increase in scale) .5, .6,.7,. 8,. 9, & 1.0 hrug: I don't know
My idea was that the player noit actually see the growth, that it would occur of the course of several game weeks The more I thought of it the more I realised own massive the script would probably need to be But if it can be done I'm all for it Enjoy Diet Dr. Bob
I am a free single guy again, but I am still addicted to Elder Scrolls
http://z10.invisionfree.com/Island_of_Ra...hp?act=idx Enjoy the Great taste of Diet Bob, with Zero Calories |
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03-27-2008, 10:58 AM,
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You ran across some of the same things I started when I did mine for oblivion. here take a look:
scn 1GrowAlkanet short age short currentday short Birthday short Growing short random Short RandomX Short RandomY short DOonce ref me ref littleme ref littleguy ref Xpos ref Ypos ref Zpos short type begin gamemode ;SETTING THE CLOCK set me to getself if DOonce < 10 set currentday to gamedayspassed set growing to 0 set DOonce to 11 endif ;THE CLOCKWORK if currentday < gamedayspassed if DOonce <= 20 set growing to 1 endif set currentday to gamedayspassed endif ; ALL THE STUFF THAT HAPPENS if growing == 1 ;AGING set age to age + 1 set growing to 0 ;GROWING set random to getrandompercent if random <= 30 me.modscale .05 endif if random > 30 && random <80 me.modscale .1 endif if random >= 80 me.modscale .2 endif ;PLANTING set random to getrandompercent if random <= 20 growth.moveto me set random to getrandompercent set randomY to getrandompercent if randomy <= 20 set randomy to 20 endif if random >= 50 set randomy to randomy - (randomy * 2) endif set random to getrandompercent set randomX to getrandompercent if randomx <= 20 set randomx to 20 endif if random >= 50 set randomx to randomx - (randomx * 2) endif set xpos to randomx + me.getpos x set ypos to randomy + me.getpos y set zpos to me.getpos z growth.setpos x xpos growth.setpos y ypos growth.setpos z zpos set littleguy to growth.placeatme abhuki 1 littleguy.setscale .1 littleguy.moveto growth set zpos to littleguy.getpos z set zpos to zpos - 15 growth.setpos z zpos littleguy.disable set littleme to growth.placeatme Alkanet 1 littleme.setscale .5 endif ;DYING set random to getrandompercent if random > 60 && me.getscale >= 1.5 set me to getself set DOonce to 30 me.disable endif if random > 25 && me.getscale >= 2 set me to getself set doonce to 30 me.disable endif endif this is the rudimentary script I used in Oblivion, depending on how much of this is convertable would truly tell if it's possible. I can send you a copy of the Oblivion mod if you wanna see it in action... Though there are some downsides. If theres a bunch a plants, you can sometimes see them grow one at a time, which is probably lag. Second downside, crashing, probably from the lag. I need to make this a seperate on call, kinda check rather than an active script right on the plant, maybe a quest script.... that might work but they don't have those in Morrowind. Back then I used to tag scripts onto the player, though that is limited to only one at a time. P.S. Little story on the script. I was wondering if growing plants was possible in Oblivion then went to bed. I awoke that morning hit with the apiphomy on how to coordinate it, it was like a beam of light came down from the sky with all the answers. (Then I noticed it was the unfamilure glare of the sun and I started burning as I shut the blinds.) Then I spent two days on it and got it to work at a satisfactory level. Except it ticked me off one too many times and I disabled it myself for when I play. LOL!
If I'm smiling you shouldn't be.
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03-27-2008, 11:05 AM,
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:eek:
I see what ya mean It wouldn't do any good to have the mod, my PC can't handle OB Enjoy Bob
I am a free single guy again, but I am still addicted to Elder Scrolls
http://z10.invisionfree.com/Island_of_Ra...hp?act=idx Enjoy the Great taste of Diet Bob, with Zero Calories |
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