scn bVerändern
short doOnce
short Korrigieren
Begin OnActivate
If doOnce == 0
chargendoorhall.unlock
MessageBox "Was wollt Ihr verändern?", "Rasse", "Klasse", "Sternzeichen", "fertig"
set Korrigieren to GetButtonPressed
If Korrigieren == 0
showracemenu
Veränderungsstein.activate
elseif Korrigieren == 1
showclassmenu
Veränderungsstein.activate
elseif korrigieren == 2
showbirthsignmenu
Veränderungsstein.activate
elseif korrigieren == 3
Veränderungsstein.disable
player.additem bVeränderungsstein 1
set doOnce to 1
endif
endif
end
scriptname bVerändern
short doOnce
Short Exit
short Korrigieren
Begin OnActivate
If doOnce == 0
Set Exit to 1
chargendoorhall.unlock
MessageBox "Was wollt Ihr verändern?", "Rasse", "Klasse", "Sternzeichen", "fertig"
Endif
End
Begin GameMode
If ( Exit )
set Korrigieren to GetButtonPressed
If Korrigieren == 0
showracemenu
Veränderungsstein.activate
elseif Korrigieren == 1
showclassmenu
Veränderungsstein.activate
elseif korrigieren == 2
showbirthsignmenu
Veränderungsstein.activate
elseif korrigieren == 3
Veränderungsstein.disable
player.additem bVeränderungsstein 1
set doOnce to 1
Set Exit to 0
endif
end
scn TeleportHerzvonCyrodiil
short Distance
Begin GameMode
if ( Distance == 0 )
if Getdistance Player < 10
MoveTo HerzvonCyrodiilMarker
set Distance to 1
elseif Getdistance Player > 60
return
endif
elseif ( Distance == 1 )
if Getdistance Player > 60
set Distance to 0
elseif Getdistance Player < 60
return
endif
endif
end
MoveTo HerzvonCyrodiilMarker
player.moveto HerzVonCyrodiilMarker
scn TeleportHerzvonCyrodiil
Begin GameMode
if (player.Getdistance [Ref-ID ball] < 70)
MoveTo HerzvonCyrodiilMarker
endif
end
scn Zuchtkaefig
scn Zuchtkaefig
begin onActivate
;if Opened == 0
;set Opened to 2
;if Opened == 2
; set Opened == 0
end
scn CTortureCage01SCRIPT
; on activation, lowers and raises self (anim groups "Forward" & "Backward")
; to open and close the two doors, use the following animation groups
; Door01 open = "FastForward"
; Door01 close = "FastBackward"
; Door02 open = "Left"
; Door02 close = "Right"
; automatically activates parents, so if you want an automatic counterweight effect, link this to a CTortureCageLowered01 object
short lowered
short busy
short initialized
ref mySelf
ref myParent
float timer
short door1open ; set to 1 when door01 is open
short door2open ; set to 1 when door02 is open
begin onActivate
; run once, sets-up ref vars
if initialized == 0
set mySelf to getSelf
set myParent to getParentRef
set initialized to 1
endif
if isActionRef player == 0 && isActionRef mySelf == 0 && busy == 0
if door1open == 1
playgroup FastBackward 0
set busy to 2
set door1open to 0
set timer to 1
elseif door2open == 1
playgroup Right 0
set busy to 2
set door2open to 0
set timer to 1
elseif lowered == 0
playgroup forward 0
set busy to 2
set lowered to 1
set timer to 1
else
playgroup backward 0
set busy to 2
set lowered to 0
set timer to 1
endif
endif
end
end
Wie kann ich ein Light per Script abfragen. Und zwar so, dass wenn der Player den Raum betritt, dieses Light nach einem Timerablauf ausgeht?
Wie könnte das Script dazu aussehen?