Re: A few notes on openmw
Posted: 19 Sep 2016, 08:14
Scrawl came in with a fix at the end of that PR. https://github.com/OpenMW/openmw/commit ... 90b2c08b05
not sure if relevant
not sure if relevant
That is what I meant. You worked on the activator issues, I talk about container issues.Allofich wrote:I don't think that any of the changes I made would have had an effect on what the poster is talking about. I didn't change anything about how telekinesis interacts with treasure chests. This will need to be added in as something new.
Code: Select all
; begin slightly edited Morrowind OutsideBanner Script
; this script is for a banner object outside that animates in the wind.
; Idle is still, Idle2 is a little breeze, and Idle3 is a large breeze
if ( MenuMode == 0 )
set ran to random 100
if ( ran < 30 ) ; 30% chance the flag does something new
;this will check the weather in the future
if ( GetCurrentWeather >= 5 ) ; thunder, ash, or blight
if ( GetCurrentWeather != 8 ) ; not snow (added for Bloodmoon)
LoopGroup, Idle3, 5
endif
endif
;the last anim called in this script is the one it will play
if ( ran <= 10 )
PlayGroup, Idle
elseif ( GetCurrentWeather < 5 )
PlayGroup, Idle2
elseif ( GetCurrentWeather == 8 ) ;snow (added for Bloodmoon)
PlayGroup, Idle2
endif
endif
endif
; end original OutsideBanner Script