NeoPendragon on 7/4/2006 at 04:44
Are there any web pages out there that teach scripting? Enough to make scripts in the CS. I'm not looking for anything more complex than that.
Tuco on 7/4/2006 at 04:45
If anyone knows, please affirm whether or not it's possible to script combat AI into a mob.
I don't know what info they give the player in Oblivion, but events like PLAYER_DRANK_HEALTH_POTION that you can pick up would be nice.
LUA would be good too.
(Sorry OP, I have no answers for you. I just want to create a script to run Tuco properly)
Epos Nix on 7/4/2006 at 04:59
(
http://cs.elderscrolls.com/constwiki/index.php/Main_Page)
There's a small section on scripting there with a reference to all functions used by the game. I don't know of any scripting tutorials for this particular game, but referencing the existing scripts and understanding how they work should be enough. I warn you though, the scripting language supported by the editor is nothing remarkable. Don't get ideas for any grand mods in your head because you'll be disappointed by what you're limited to here :(
NeoPendragon on 7/4/2006 at 07:31
Yeah I know the CSWiki tells about scripting but those are just about functions and stuff only in Oblivion. I was looking for something like, you know, Scripting 101.
Epos Nix on 7/4/2006 at 07:51
Searched around a bit and found this: (
http://www.thelys.org/mods/MSFD6.zip) Morrowind Scripting for Dummies
Like it says, this has Morrowind in mind so not everything is the same, but it should give you a basic idea as to what is possible and how to do it.
Striker on 7/4/2006 at 08:13
(
http://morrowind.ttlg.com/files/) Version 8 of MSFD has slightly more information/updates/etc for the Morrowind data. Out of date for Oblivion though.
scumble on 7/4/2006 at 09:06
The main differences appear to be the use of the
. operator instead of
-> for calling methods, and some sort of function callback system instead of relying entirely on
if statements.
Code:
scn MQ04AmuletChestScript
begin OnActivate
Activate
if IsActionRef player == 1 && getstage MQ04 > 0 && MQ04.playerFoundSecretRoom == 0
set MQ04.playerFoundSecretRoom to 1
if getstage MQ04 == 20
setstage MQ04, 25
endif
endif
end
There we have code between
begin OnActivate and
end that defines a function for the OnActivate event, instead of having to check the value of the OnActivate variable. A bit clearer and tidier, but still not one of the best scripting implementations I've seen.