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Scale parameters
06-12-2006, 11:15 PM,
#1
Scale parameters
In Silgrad Tower their is a house for sale in tha Eastern Alleyway, When you buy the house and enter it you find a morror which is actually a portal to Drahcir Tomb, inside the Tomb are several floor traps, (sltw_ds_minetrap) when the trap is activated, it explodes (of course) but their is a warning messages as follows: "Scale parameters for prox_mine_poison are bad"

Steve ran the same play but his warning said Scale parameters for prox_mine_fire are bad"

anyone got a clue what this means and how it can be fixed
I've seen this type of warning talked about in other forums but never saw a resolve for it

Thanks
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


[Image: qxbkbqrcde.jpg]

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06-13-2006, 02:08 AM,
#2
 
I'm no scripting wizard by any means but the script looks bad to me.

sltw_ds_proximityMine

Code:
;must be touch range spells
set whichspell to Random 4
if [ whichspell == 0 ]
  Cast "prox_mine_fire" player
elseif [ whichspell == 1 ]
  Cast "prox_mine_frost" player
elseif [ whichspell == 2 ]
  Cast "prox_mine_poison" player
elseif [ whichspell == 3 ]
  Cast "prox_mine_shock" player
elseif [ whichspell == 3 ]
  Cast "prox_mine_life" player
endif
I'm thinking the second "elseif [ whichspell == 3 ]" should be "elseif [ whichspell == 4 ]"

Also the line:
Code:
set playerdistance to GetDistance "player"
seems wrong. Shouldn't it be something like:
Code:
set playerdistance to [ player->GetDistance ]

Just my hunches...I've never scripted anything in Morrowind.
Chaos, panic, disorder...my work here is done.
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06-13-2006, 02:22 AM,
#3
scale parameters
Thanks Nighthawk

I looked at the same thing, but I changed my mind on that possibly being the cause for this reason

In mournhold their is a quest to find a "crazy lady" (basically), in the old sewers where you find her their are traps with a "proximitymine script" which is identical to the "ds" version except for the "set proximity" in the original bethesda script this is set at 300 in the "ds" verison it is set at 400

But when we changed the script to the original proximitymine script and run a play test the error message is still their

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


[Image: qxbkbqrcde.jpg]

Enjoy the Great taste of Diet Bob, with Zero Calories
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06-13-2006, 03:13 AM,
#4
 
since it's saying 'scale parameters' i'm assuming it has something to do with the size of the activator, try setting it's 3dscale to 1 and see if that fixes it.
MSN: ancientdwarvenchaosknight@hotmail.com
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06-13-2006, 03:24 AM,
#5
scale parameter
ADCK

They are set at 1

I tryed making .75 and .5 and for what ever reason when I saved the changes they didnt save they just defaulted back to 1

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


[Image: qxbkbqrcde.jpg]

Enjoy the Great taste of Diet Bob, with Zero Calories
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06-13-2006, 03:51 AM,
#6
 
Ah K, definatly isn't what I thought it was then. Sad

I tried entering that tomb, got the same error message, the easiest way to fix this would be to remove the 4 traps, and script your own ones.
MSN: ancientdwarvenchaosknight@hotmail.com
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06-13-2006, 04:32 AM,
#7
scale
I think I might can do that

thx
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


[Image: qxbkbqrcde.jpg]

Enjoy the Great taste of Diet Bob, with Zero Calories
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06-13-2006, 04:38 AM,
#8
 
Heh, I think I have the answer, give me a minute to check it out.

Edit: my guess was correct. It's not a scripting problem at all, it's the model used for the mine. Try setting the model/art file to m/misc_dwrv_artifact50.nif like the mines that are used in Mournhold, or to any other .nif that has collision. You will get quite a satisfying KABOOM!. =) Apparently the GetDistance returns the distance between the player's collision and the object's collision.
Chaos, panic, disorder...my work here is done.
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06-13-2006, 05:11 AM,
#9
scale
Ty for the info

I shall try it

for my further education purposes:

How did you come to this resolve?

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


[Image: qxbkbqrcde.jpg]

Enjoy the Great taste of Diet Bob, with Zero Calories
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06-13-2006, 05:13 AM,
#10
 
Ah of course that's it, it checking the distance between something that has substance (player) and something that doesn't have substance (trigger)

getdistance needs two physical objects to work.

It's like it was trying to find the distance between you and nothing Tongue
MSN: ancientdwarvenchaosknight@hotmail.com
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