[WIP] Oblivion Scripts - Activators
Wishing everyone a happy and safe new year!
It may be difficult to see what is going on in the video, at least without having some knowledge of the scripts attached to various activators in the game. Some notable things include:
* activator animations are working - still very much a work in progress, i.e. not everything works yet and some objects/doors are placed incorrectly (also, never mind the apple attached to a chain, it is there for debugging only)
* the console output should show various actions being taken in the background by the scripts - including the rats becoming aggro when the pen door opens, the main quest stage being set when repair hammers are taken from a particular chest, etc
* vertex animation to show cutting of the rope in the trapwire and the script action to disable it going forward
* Scripts associated with Quests are compiled and loaded when the game loads (you can see the logs scrolling in the console window). But the quest scripts are disabled from running at the moment.
Other Videos By cc9cii
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2021-06-21 | [POC] Radiant AI - NPC schedule |
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2021-01-10 | [WIP] Ragdoll for NPCs and Creatures |
2021-01-08 | [WIP] Ragdoll for skinned meshes |
2021-01-06 | [WIP] Ragdoll revisited |
2021-01-04 | [WIP] Activators - moving collision shapes |
2021-01-01 | [WIP] Activator sounds |
2020-12-31 | [WIP] Oblivion Scripts - Activators |
2020-12-19 | [WIP] Oblivion Scripting support - OnActivate and GameMode blocks |
2020-12-15 | [POC] Oblivion Script Support |
2020-06-19 | [WIP] FalloutNV in Linux build |
2020-06-19 | [WIP] Linux build progress |
2020-06-07 | [WIP] Dragon animation |
2020-06-07 | [WIP] Skyrim minor progress |
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2020-06-05 | [POC] Morroblivion - some fixes |
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2020-06-03 | [LOLz] Paper trees and forest sounds |
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