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- Searching 2957 files for "Variable01" (regex)
- G:\Skyrim\Data\Scripts\Source\CarriageSystemScript.psc:
- 13 ; just start watching for player to sit
- 14 PlayerRider.ForceRefTo(pDriver.GetLinkedRef(LinkCarriageSeat))
- 15: currentDriver.SetActorValue("variable01", 3) ; to allow "waiting" chatter
- 16 ; if player is sitting already, let's go
- 17 ObjectReference sitMarker = pDriver.GetLinkedRef(LinkCarriageSeat)
- ..
- 37 function ClearWaitingState()
- 38 ; debug.trace(self + "ClearWaitingState(): currentDriver=" + currentDriver)
- 39: currentDriver.SetActorValue("variable01", 0)
- 40 currentDriver = None
- 41 currentDestination = -1
- ..
- 76
- 77 ; Game.FadeOutGame(true, true, 0.5, 8)
- 78: currentDriver.SetActorValue("variable01", 2) ; to allow chatter
- 79 currentDriver.Say(DialogueCarriageChatterTopic)
- 80: currentDriver.SetActorValue("variable01", 0) ; turn it back off
- 81 utility.wait(2)
- 82 FadeToBlackImod.Apply()
- ..
- 89 event OnUpdate()
- 90 ; player has asked to travel, single update to prevent function call from blocking
- 91: currentDriver.SetActorValue("variable01", 2) ; to allow chatter
- 92 currentDriver.Say(DialogueCarriageChatterTopic)
- 93 utility.wait(6)
- 94: currentDriver.SetActorValue("variable01", 0) ; turn it back off
- 95 SkipToDestinationSimple()
- 96 endEvent
- ..
- 261 currentDestination = iDestination
- 262 endif
- 263: myDriver.SetActorValue("variable01", 2)
- 264 WEEnabled.SetValue(0)
- 265 myDriver.RegisterForUpdate(1.0)
- ...
- 282 utility.wait(2)
- 283 myCart.SetMotionType(myCart.Motion_Dynamic)
- 284: myHorse.SetActorValue("Variable01", currentDestination + 10*iStartingLocation)
- 285 myhorse.SetRestrained(false)
- 286 myhorse.evaluatepackage()
- ...
- 338
- 339 if bPause
- 340: myDriver.SetActorValue("variable01", 3)
- 341 elseif bFastTravel
- 342 ; reset current destination? This should be taken care of by driver's OnUnload script
- ...
- 347 ; reset "home" to be here
- 348 ((myDriver as ObjectReference) as CartDriverScript).currentLocation = currentDestination
- 349: myDriver.SetActorValue("variable01", 1)
- 350: myHorse.SetActorValue("Variable01", currentDestination)
- 351 endif
- 352
- G:\Skyrim\Data\Scripts\Source\CartDriverScript.psc:
- 26 }
- 27
- 28: ; NOTE: Driver uses Variable01 to indicate his state:
- 29 ; 1 = waiting on cart
- 30 ; 2 = driving cart with player as passenger
- ..
- 114 event OnUnload()
- 115 ; two cases where we need to reset all the carts:
- 116: ; 1) player was riding in cart and got out (driver's variable01 = 3)
- 117 ; 2) player rode cart to destination (driver's starting location != current location)
- 118
- ...
- 120 if GetEditorLocation().IsLoaded() == 0
- 121 ; if I'm in waiting state (player was riding and got out), reset all carts
- 122: if meAsActor.GetActorValue("variable01") == 3 || currentLocation != startingLocation
- 123 DialogueCarriageSystem.ResetAllDrivers()
- 124 endif
- ...
- 140 if bDoAttach
- 141 ; attach me to my cart and make me the driver
- 142: meAsActor.SetActorValue("variable01", 1)
- 143 meAsActor.SetVehicle(myCart)
- 144 meAsActor.PlayIdle(IdleCartDriverIdle)
- ...
- 146 ; unattach me from cart
- 147 meAsActor.SetVehicle(none)
- 148: meAsActor.SetActorValue("variable01", 0)
- 149 meAsActor.PlayIdle(IdleCartDriverExit)
- 150 endif
- ...
- 173 ; debug.trace(self + " cart unloaded - moving back to starting location")
- 174 ; put driver back into normal state - ready to go for ride
- 175: meAsActor.SetActorValue("variable01", 1)
- 176 meAsActor.SetActorValue("variable02", startingLocation)
- 177 ; reset horse to starting location
- 178 currentLocation = startingLocation
- 179: (myHorse as Actor).SetActorValue("Variable01", startingLocation)
- 180
- 181 ; move everything to starting location
- ...
- 199 ; measActor.StopCombat()
- 200 ; stupid failsafe
- 201: if meAsActor && meAsActor.GetActorValue("variable01") > 0
- 202 meAsActor.PlayIdle(IdleCartDriverIdle)
- 203 endif
- ...
- 205
- 206 Event OnLocationChange(Location akOldLoc, Location akNewLoc)
- 207: if akNewLoc && meAsActor.GetActorValue("variable01") == 2 && meAsActor.IsInDialogueWithPlayer() == 0
- 208 ; debug.trace(self + "OnLocationChange akNewLoc=" + akNewLoc)
- 209 meAsActor.Say(ChatterTopic)
- G:\Skyrim\Data\Scripts\Source\DA16DreamGuardianAmbush.psc:
- 5 import debug
- 6
- 7: string property sActorVariable = "Variable01" auto hidden
- 8: {By default, this property is set to Variable01.}
- 9
- 10 float property fActorVariable = 1.0 auto hidden
- G:\Skyrim\Data\Scripts\Source\DA16MagicBarrier.psc:
- 5 import debug
- 6
- 7: string property sActorVariable = "Variable01" auto hidden
- 8: {By default, this property is set to Variable01.}
- 9
- 10 float property fActorVariable = 1.0 auto hidden
- G:\Skyrim\Data\Scripts\Source\defaultSetAVonActivate.psc:
- 6
- 7 string property sActorVariable auto
- 8: {By default, this property is set to Variable01. Set which actor variable to set as a string}
- 9
- 10 float property fActorVariable auto
- G:\Skyrim\Data\Scripts\Source\defaultSetLinkAVVar.psc:
- 5 import debug
- 6
- 7: string property sActorVariable = "Variable01" auto
- 8: {By default, this property is set to Variable01. Set which actor variable to set as a string}
- 9
- 10 float property fActorVariable = 1.0 auto
- G:\Skyrim\Data\Scripts\Source\dunForelhostGhostAmbushScript.psc:
- 5 import debug
- 6
- 7: string property sActorVariable = "Variable01" auto hidden
- 8: {By default, this property is set to Variable01.}
- 9
- 10 float property fActorVariable = 1.0 auto hidden
- G:\Skyrim\Data\Scripts\Source\dunMarkarthWizardForceReferences.psc:
- 83 ;Set up Guards
- 84 if (dunMarkarthWizardQST.GetStage() >= 10)
- 85: if (Lab_Guard01.GetActorReference().GetActorValue("Variable01") == 0)
- 86 ;MarkarthWizardsQuarters02Cell.SetFactionOwner(None)
- 87 Gallery_Guard01.GetActorReference().MoveTo(Gallery_Guard01.GetActorReference().GetLinkedRef(LinkCustom01))
- ..
- 96 Lab_Guard07.GetActorReference().MoveTo(Lab_Guard07.GetActorReference().GetLinkedRef(LinkCustom01))
- 97 Lab_Guard_Normal.GetActorReference().MoveTo(LabPost8)
- 98: Lab_Guard01.GetActorReference().SetActorValue("Variable01", 1)
- 99 EndIf
- 100 Else
- ...
- 116 Aicantar.GetActorReference().MoveTo(AicantarSafetyPosition)
- 117 ElseIf (TG06.GetStage() >= 20 && dunMarkarthWizardQST.GetStage() < 20)
- 118: if (Aicantar.GetActorReference().GetActorValue("Variable01") == 0)
- 119 Aicantar.GetActorReference().MoveTo(AicantarLabPosition)
- 120: Aicantar.GetActorReference().SetActorValue("Variable01", 1)
- 121 EndIf
- 122 EndIf
- G:\Skyrim\Data\Scripts\Source\dunPinewatchMakeHostileScript.psc:
- 7 faction property myFaction auto
- 8
- 9: string property sActorVariable = "Variable01" auto hidden
- 10: {By default, this property is set to Variable01.}
- 11
- 12 float property fActorVariable = 1.0 auto hidden
- G:\Skyrim\Data\Scripts\Source\FXDragonMoundScript.psc:
- 180 endif
- 181 isDragonHome = 2
- 182: dragonRef.SetActorValue("Variable01", 1)
- 183 goToState("noDragon")
- 184 EndIf
- ...
- 213 dragonRef.SetAllowFlying(true)
- 214 dragonRef.SetAV("aggression", 1)
- 215: dragonRef.SetActorValue("Variable01", 1)
- 216 ; dragonRef.Activate(Game.GetPlayer())
- 217 ;Remove that dark weather
- G:\Skyrim\Data\Scripts\Source\HHpilgrim02Script.psc:
- 5 if actronaut == game.getPlayer()
- 6 ; when the player first greets me, set my value to disable when unloaded.
- 7: self.setActorValue("Variable01",1)
- 8 endif
- 9 endEVENT
- ..
- 17
- 18 EVENT onUnload()
- 19: if self.getActorValue("Variable01") >= 1
- 20 self.disable()
- 21 self.delete()
- G:\Skyrim\Data\Scripts\Source\masterAmbushScript.psc:
- 5 import debug
- 6
- 7: string property sActorVariable = "Variable01" auto hidden
- 8: {By default, this property is set to Variable01.}
- 9
- 10 float property fActorVariable = 1.0 auto hidden
- G:\Skyrim\Data\Scripts\Source\MQ101CartRiderScript.psc:
- 10 ; set actor value and EVP to get them to walk
- 11 ;if GetActorRef() != Game.GetPlayer()
- 12: GetActorRef().SetActorValue("Variable01", 1)
- 13 GetActorRef().EvaluatePackage()
- 14 ;endif
- G:\Skyrim\Data\Scripts\Source\MQ201PartyScript.psc:
- 95 int cfIndex = 0
- 96 while (cfIndex < GuestList.GetSize())
- 97: (GuestList.GetAt(cfIndex) as Actor).SetActorValue("variable01", 0)
- 98 cfIndex += 1
- 99 endwhile
- ...
- 103 while (cfIndex < iMaxGuestHellos)
- 104 int iGuest = utility.RandomInt(1, GuestList.GetSize()) - 1
- 105: (GuestList.GetAt(iGuest) as Actor).SetActorValue("variable01", 1)
- 106 ; debug.trace(self + " OnUpdate: picked guest " + iGuest + " = " + GuestList.GetAt(iGuest)+ " to say hello")
- 107 cfIndex += 1
- G:\Skyrim\Data\Scripts\Source\MQ304AlduinScript.psc:
- 3
- 4 Event OnHit(ObjectReference akAggressor, Form akWeapon, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
- 5: ; for now, just setav variable01 to 2 (which is also what the fog sends if it is disrupted)
- 6 if akAggressor == Game.GetPlayer()
- 7 ReactToHit()
- .
- 11 ; not sure we need both of these, but for now Alduin can only attack with magic from perch
- 12 Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect)
- 13: ; for now, just setav variable01 to 2 (which is also what the fog sends if it is disrupted)
- 14 if akCaster == Game.GetPlayer()
- 15 ReactToHit()
- ..
- 19
- 20 function ReactToHit()
- 21: ; debug.trace(self + " Alduin hit - setting variable01 to 2")
- 22: GetActorRef().SetActorValue("variable01", 2)
- 23 GetActorRef().EvaluatePackage()
- 24 endFunction
- G:\Skyrim\Data\Scripts\Source\MQSovngardeShoutTrigger.psc:
- 86 Actor pActor = GetLinkedRef(pKeyword) as Actor
- 87 ; debug.trace(self + " TryToChangeState: keyword=" + pKeyword + ", actor= " + pActor)
- 88: if pActor && pActor.GetActorValue("variable01") < newState
- 89 ; debug.trace(self + " TryToChangeState: changing to state " + newState)
- 90: pActor.SetActorValue("variable01", newState)
- 91 pActor.EvaluatePackage()
- 92 endif
- G:\Skyrim\Data\Scripts\Source\TestSetAVLeverScript.psc:
- 4 import debug
- 5
- 6: string property sActorVariable = "Variable01" auto
- 7: {By default, this property is set to Variable01. Set which actor variable to set as a string}
- 8
- 9 float property fActorVariable = 1.0 auto
- G:\Skyrim\Data\Scripts\Source\TG08BCenturionAmbush.psc:
- 5 import debug
- 6
- 7: string property sActorVariable = "Variable01" auto hidden
- 8: {By default, this property is set to Variable01.}
- 9
- 10 float property fActorVariable = 1.0 auto hidden
- 54 matches across 18 files
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