Or simple_triggers/old form triggers that are check interval 0 as well.cmpxchg8b said:key_clicked will work reliably only on mission template triggers that happen on every frame (i.e. check interval 0).
You add the troops in the correct place in the module_troops file? By the other companions?Swagger7 said:I followed an old tutorial on how to add new companions and built the modules with no errors, but my new companions won't show up in taverns. Any idea why this is? I've had a lot of experience modding Morrowind and Oblivion, but Python is new to me. If taverns are out of the question, is there a way to spawn the companions in edit mode or force them to appear at a set location or in your party from the beginning? Any help would be greatly appreciated!
(agent_get_position,pos1, ":agent"),
(init_position, pos2),
(position_set_y, pos2, "$Speed"), # Moving Forwards
(position_rotate_z, pos2, 2),
(position_transform_position_to_parent, pos3, pos2, pos1),
(agent_set_position, ":agent", pos3),
MaHuD said:Hm, somehow I can't get something to rotate. Instead of rotating it teleports to left but doesnt change rotation at all.
(Without the "rotate_z", it would just go forwards at rate that depends on $Speed so it can't be that.)
Code:(agent_get_position,pos1, ":agent"), (init_position, pos2), (position_set_y, pos2, "$Speed"), # Moving Forwards (position_rotate_z, pos2, 2), (position_transform_position_to_parent, pos3, pos2, pos1), (agent_set_position, ":agent", pos3),
(position_get_rotation_around_x, ":rotx", pos2),
(store_mul, ":minusrotx", ":rotx", -1),
(position_rotate_x, pos2, ":minusrotx"), #needed so camera yaw won't change
(position_rotate_z, pos2, 2),
(position_rotate_x, pos2, ":rotx"), #needed so camera yaw won't change
xPearse said:Hey guys what shader do I use for clothing using bump maps. I really dont know the shaders properly because I used bump_static for a clothing and the lighting on it turned out all weird.
On second look, the argumentsMaHuD said:I am afraid that he is still teleporting the exact same way to the left.
I don't remember exactly why I am not using pos1, think it had something to do with that I needed to change everything localy and also need to check for collision later or something.
Caba`drin said:You add the troops in the correct place in the module_troops file? By the other companions?Swagger7 said:I followed an old tutorial on how to add new companions and built the modules with no errors, but my new companions won't show up in taverns. Any idea why this is? I've had a lot of experience modding Morrowind and Oblivion, but Python is new to me. If taverns are out of the question, is there a way to spawn the companions in edit mode or force them to appear at a set location or in your party from the beginning? Any help would be greatly appreciated!