cry0z Posted January 3, 2017 Posted January 3, 2017 I'm making a mod of a boss that hunts the player around the map. The boss itself is fully done. I just need to figure a way to randomly make it appear in front of the player by a random chance. Problem is.. i know nothing about scripting, and apparently that's the only way to make this work. Anyone around that knows how to script and can provide a working script for this, or examples?
Guest Posted January 3, 2017 Posted January 3, 2017 Create a Quest Create a script on the quest Add a function inside, something like: Cell Property theCellIWant Auto Actor Property PlayerRef Auto Actor Property theBoss Auto Function startHunting() if PlayerRef.getparentCell()==theCellIWant RegisterForSingleUpdate(Utility.RandomFloat(30, 60.0)) else UnregisterForUpdates() endIf endFunction Event OnUpdate() if PlayerRef.getparentCell()!=theCellIWant theBoss.disable() return endIf theBoss.enable() theBoss.MoveTo(PlayerRef, PlayerRef.X+UtilityRandomInt(100)+50, PlayerRef.Y+UtilityRandomInt(100)+50, PlayerRef.Z) endEvent Then call yourQuest.startHunting() when you want it to start
cry0z Posted January 4, 2017 Author Posted January 4, 2017 Thank you for the fast reply. I think i understood more or less how it works. But... how in there do i chose what npc goes and hunts for the player ? Also that function only works once the player enters the cell that is chosen right?
Guest Posted January 4, 2017 Posted January 4, 2017 The function is just an example. The property "theBoss" is the actual actor that should hunt the player. How to select it is up to you (I have no clues of the logic you want to realize.) Ask anytime for help, I will answer when I will have time.
cry0z Posted January 6, 2017 Author Posted January 6, 2017 Ok. So, how do i make it, so that whenever I enter a new cell the script is gonna random a value, if that value is bigger than the one i specified, the script spawns the boss? The idea is to have the script always running until the player kills the boss.
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