Guest luthienanarion Posted August 2, 2014 Posted August 2, 2014 4.2.4 added IsPlayable and SetIsPlayable.
jaam Posted August 2, 2014 Posted August 2, 2014 According to the wiki, getarmorrating is called on an actor (no param) and returns AR of currently worn item. refActor.GetArmorRating It returns a percentage, so it might need a float, not an int. It also works with a form or a ref as param. Get/SetEquipmentBidpedMask and GetPerkRank will be in the next NVSE version.
Guest luthienanarion Posted August 2, 2014 Posted August 2, 2014 On that note, BGSBipedModelList::unk004 seems to be a BGSListForm instead of an integer. class BGSBipedModelList : public BaseFormComponent { public: BGSBipedModelList(); ~BGSBipedModelList(); BGSListForm* unk004; // 004 // 008 };
jaam Posted August 2, 2014 Posted August 2, 2014 Anything unknown starts as a UInt32 before being qualified In this case it would be logical though to have a list.
ArgusSCCT Posted August 2, 2014 Posted August 2, 2014 Can someone help me out with something minor? I need to make an in game menu, of the ShowMessage type, but I'm not really sure where to start, mainly because I need to open up if a player presses a key. The examples I checked don't really say where it is that the key was binded, which is what is confusing me.
prideslayer Posted August 2, 2014 Posted August 2, 2014 it's just an iskeypressed in a gamemode block to kick things off.
ArgusSCCT Posted August 3, 2014 Posted August 3, 2014 Yes I've already seen it, I was only having a problem finding out how to press a key and get the menu to appear.
prideslayer Posted August 3, 2014 Posted August 3, 2014 It's the first thing discussed in that tutorial, it's using GetButtonPressed though, which also works fine.
prideslayer Posted August 5, 2014 Posted August 5, 2014 Anyone know a nice way (short of tapping a movement key) to force the player to stand if sitting? How about awaken from sleeping?
Guest tomm434 Posted August 5, 2014 Posted August 5, 2014 There is special function in NVSE "tap control". I think there is nothing better than that. Also can you clarify what you meanby sleeping? sleeping mode menu?
prideslayer Posted August 5, 2014 Posted August 5, 2014 When IsPCSleeping returns 1. I assume that that's during menumode yes, after the time to sleep has been confirmed and 'ok' clicked. I'm I don't even know if the tap control would do it -- I know of the function, it's how I implement the telephoto (zoom out) stuff.
Guest tomm434 Posted August 5, 2014 Posted August 5, 2014 Try "tapping" escape key - maybe that'll switch menumode off.
prideslayer Posted August 5, 2014 Posted August 5, 2014 I don't want to tap any controls, so I'm looking for another way. If there is no other way, then that will probably work for both situations, but when sitting, I'll have to 'choose' a direction to tap (fwd/back/left/right) and hope it's not an invalid/dangerous direction. For the NPCs I just use evp which gets them on their feet in either situation.
Odessa Posted August 5, 2014 Posted August 5, 2014 Have your tried WakeUpPC? If I remember right this only works when sleeping, not waiting, I've used tapkey in that case. There is also Con_CloseAllMenus, which I have never tried.
prideslayer Posted August 5, 2014 Posted August 5, 2014 Didn't even see that, thanks, will give it a try. Not worried about waiting.. not yet anyway. Babysteps.
Guest tomm434 Posted August 5, 2014 Posted August 5, 2014 Odessa, thanks! I never knew about "Close all menus command" . The thing is - it closes MCM menu too. And for the record(obviously) - it works.
prideslayer Posted August 5, 2014 Posted August 5, 2014 Now what about making 'em stand up without pressing a key? It's secondary, just an immersion thing, but would be nice if the PC would stand up beforehand the way the NPCs do, thanks to evp.
jaam Posted August 5, 2014 Posted August 5, 2014 AddScriptPackage SexoutDoNothing ? I used it with good result on scrambler in the infamous tryout scene
prideslayer Posted August 5, 2014 Posted August 5, 2014 That's for NPCs, they're sorted. Can't addpackage to the player, at least, I think you can't.
Guest tomm434 Posted August 5, 2014 Posted August 5, 2014 Can't addpackage to the player, at least, I think you can't. You can add some animation package to player (see TTW MQ08 capture script for example). So maybe you can? I used it with good result on scrambler in the infamous tryout scene I got stuck there so many times
Guest Posted August 5, 2014 Posted August 5, 2014 Tomm is that quest only on TTW or there's a way for me to check it via NV GECK? Because I experimented a lot with packages on player, they never worked. At least, I had funny discoveries and consequences, but they weren't working as intended, like for npcs. Prideslayer, what about calling a playidle via spell that invokes a very high priority special idle, that leasts 0.02 seconds, where it simply restore the Idle position? like taking the playgroup mtIdle, grabbing only the first frame, convert it to a specific special idle and invoke it... just like you reset everything else, your common reset animations for facial or body do that much or less, invoke another animation that reset values. Can do you the kf if you think the idea works, it takes me few minutes to do that
prideslayer Posted August 5, 2014 Posted August 5, 2014 That might work, I'm not sure. I think i tried something like that before and after the idle animation was done playing, because it's just an animation, the character returned immediately to the sitting position as if they'd warped there. They just didn't play the "sit down" animation to get there.
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