Advertisement
Xetrill

Untitled

May 31st, 2012
204
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 11.96 KB | None | 0 0
  1. Searching 2957 files for "Variable01" (regex)
  2.  
  3. G:\Skyrim\Data\Scripts\Source\CarriageSystemScript.psc:
  4. 13 ; just start watching for player to sit
  5. 14 PlayerRider.ForceRefTo(pDriver.GetLinkedRef(LinkCarriageSeat))
  6. 15: currentDriver.SetActorValue("variable01", 3) ; to allow "waiting" chatter
  7. 16 ; if player is sitting already, let's go
  8. 17 ObjectReference sitMarker = pDriver.GetLinkedRef(LinkCarriageSeat)
  9. ..
  10. 37 function ClearWaitingState()
  11. 38 ; debug.trace(self + "ClearWaitingState(): currentDriver=" + currentDriver)
  12. 39: currentDriver.SetActorValue("variable01", 0)
  13. 40 currentDriver = None
  14. 41 currentDestination = -1
  15. ..
  16. 76
  17. 77 ; Game.FadeOutGame(true, true, 0.5, 8)
  18. 78: currentDriver.SetActorValue("variable01", 2) ; to allow chatter
  19. 79 currentDriver.Say(DialogueCarriageChatterTopic)
  20. 80: currentDriver.SetActorValue("variable01", 0) ; turn it back off
  21. 81 utility.wait(2)
  22. 82 FadeToBlackImod.Apply()
  23. ..
  24. 89 event OnUpdate()
  25. 90 ; player has asked to travel, single update to prevent function call from blocking
  26. 91: currentDriver.SetActorValue("variable01", 2) ; to allow chatter
  27. 92 currentDriver.Say(DialogueCarriageChatterTopic)
  28. 93 utility.wait(6)
  29. 94: currentDriver.SetActorValue("variable01", 0) ; turn it back off
  30. 95 SkipToDestinationSimple()
  31. 96 endEvent
  32. ..
  33. 261 currentDestination = iDestination
  34. 262 endif
  35. 263: myDriver.SetActorValue("variable01", 2)
  36. 264 WEEnabled.SetValue(0)
  37. 265 myDriver.RegisterForUpdate(1.0)
  38. ...
  39. 282 utility.wait(2)
  40. 283 myCart.SetMotionType(myCart.Motion_Dynamic)
  41. 284: myHorse.SetActorValue("Variable01", currentDestination + 10*iStartingLocation)
  42. 285 myhorse.SetRestrained(false)
  43. 286 myhorse.evaluatepackage()
  44. ...
  45. 338
  46. 339 if bPause
  47. 340: myDriver.SetActorValue("variable01", 3)
  48. 341 elseif bFastTravel
  49. 342 ; reset current destination? This should be taken care of by driver's OnUnload script
  50. ...
  51. 347 ; reset "home" to be here
  52. 348 ((myDriver as ObjectReference) as CartDriverScript).currentLocation = currentDestination
  53. 349: myDriver.SetActorValue("variable01", 1)
  54. 350: myHorse.SetActorValue("Variable01", currentDestination)
  55. 351 endif
  56. 352
  57.  
  58. G:\Skyrim\Data\Scripts\Source\CartDriverScript.psc:
  59. 26 }
  60. 27
  61. 28: ; NOTE: Driver uses Variable01 to indicate his state:
  62. 29 ; 1 = waiting on cart
  63. 30 ; 2 = driving cart with player as passenger
  64. ..
  65. 114 event OnUnload()
  66. 115 ; two cases where we need to reset all the carts:
  67. 116: ; 1) player was riding in cart and got out (driver's variable01 = 3)
  68. 117 ; 2) player rode cart to destination (driver's starting location != current location)
  69. 118
  70. ...
  71. 120 if GetEditorLocation().IsLoaded() == 0
  72. 121 ; if I'm in waiting state (player was riding and got out), reset all carts
  73. 122: if meAsActor.GetActorValue("variable01") == 3 || currentLocation != startingLocation
  74. 123 DialogueCarriageSystem.ResetAllDrivers()
  75. 124 endif
  76. ...
  77. 140 if bDoAttach
  78. 141 ; attach me to my cart and make me the driver
  79. 142: meAsActor.SetActorValue("variable01", 1)
  80. 143 meAsActor.SetVehicle(myCart)
  81. 144 meAsActor.PlayIdle(IdleCartDriverIdle)
  82. ...
  83. 146 ; unattach me from cart
  84. 147 meAsActor.SetVehicle(none)
  85. 148: meAsActor.SetActorValue("variable01", 0)
  86. 149 meAsActor.PlayIdle(IdleCartDriverExit)
  87. 150 endif
  88. ...
  89. 173 ; debug.trace(self + " cart unloaded - moving back to starting location")
  90. 174 ; put driver back into normal state - ready to go for ride
  91. 175: meAsActor.SetActorValue("variable01", 1)
  92. 176 meAsActor.SetActorValue("variable02", startingLocation)
  93. 177 ; reset horse to starting location
  94. 178 currentLocation = startingLocation
  95. 179: (myHorse as Actor).SetActorValue("Variable01", startingLocation)
  96. 180
  97. 181 ; move everything to starting location
  98. ...
  99. 199 ; measActor.StopCombat()
  100. 200 ; stupid failsafe
  101. 201: if meAsActor && meAsActor.GetActorValue("variable01") > 0
  102. 202 meAsActor.PlayIdle(IdleCartDriverIdle)
  103. 203 endif
  104. ...
  105. 205
  106. 206 Event OnLocationChange(Location akOldLoc, Location akNewLoc)
  107. 207: if akNewLoc && meAsActor.GetActorValue("variable01") == 2 && meAsActor.IsInDialogueWithPlayer() == 0
  108. 208 ; debug.trace(self + "OnLocationChange akNewLoc=" + akNewLoc)
  109. 209 meAsActor.Say(ChatterTopic)
  110.  
  111. G:\Skyrim\Data\Scripts\Source\DA16DreamGuardianAmbush.psc:
  112. 5 import debug
  113. 6
  114. 7: string property sActorVariable = "Variable01" auto hidden
  115. 8: {By default, this property is set to Variable01.}
  116. 9
  117. 10 float property fActorVariable = 1.0 auto hidden
  118.  
  119. G:\Skyrim\Data\Scripts\Source\DA16MagicBarrier.psc:
  120. 5 import debug
  121. 6
  122. 7: string property sActorVariable = "Variable01" auto hidden
  123. 8: {By default, this property is set to Variable01.}
  124. 9
  125. 10 float property fActorVariable = 1.0 auto hidden
  126.  
  127. G:\Skyrim\Data\Scripts\Source\defaultSetAVonActivate.psc:
  128. 6
  129. 7 string property sActorVariable auto
  130. 8: {By default, this property is set to Variable01. Set which actor variable to set as a string}
  131. 9
  132. 10 float property fActorVariable auto
  133.  
  134. G:\Skyrim\Data\Scripts\Source\defaultSetLinkAVVar.psc:
  135. 5 import debug
  136. 6
  137. 7: string property sActorVariable = "Variable01" auto
  138. 8: {By default, this property is set to Variable01. Set which actor variable to set as a string}
  139. 9
  140. 10 float property fActorVariable = 1.0 auto
  141.  
  142. G:\Skyrim\Data\Scripts\Source\dunForelhostGhostAmbushScript.psc:
  143. 5 import debug
  144. 6
  145. 7: string property sActorVariable = "Variable01" auto hidden
  146. 8: {By default, this property is set to Variable01.}
  147. 9
  148. 10 float property fActorVariable = 1.0 auto hidden
  149.  
  150. G:\Skyrim\Data\Scripts\Source\dunMarkarthWizardForceReferences.psc:
  151. 83 ;Set up Guards
  152. 84 if (dunMarkarthWizardQST.GetStage() >= 10)
  153. 85: if (Lab_Guard01.GetActorReference().GetActorValue("Variable01") == 0)
  154. 86 ;MarkarthWizardsQuarters02Cell.SetFactionOwner(None)
  155. 87 Gallery_Guard01.GetActorReference().MoveTo(Gallery_Guard01.GetActorReference().GetLinkedRef(LinkCustom01))
  156. ..
  157. 96 Lab_Guard07.GetActorReference().MoveTo(Lab_Guard07.GetActorReference().GetLinkedRef(LinkCustom01))
  158. 97 Lab_Guard_Normal.GetActorReference().MoveTo(LabPost8)
  159. 98: Lab_Guard01.GetActorReference().SetActorValue("Variable01", 1)
  160. 99 EndIf
  161. 100 Else
  162. ...
  163. 116 Aicantar.GetActorReference().MoveTo(AicantarSafetyPosition)
  164. 117 ElseIf (TG06.GetStage() >= 20 && dunMarkarthWizardQST.GetStage() < 20)
  165. 118: if (Aicantar.GetActorReference().GetActorValue("Variable01") == 0)
  166. 119 Aicantar.GetActorReference().MoveTo(AicantarLabPosition)
  167. 120: Aicantar.GetActorReference().SetActorValue("Variable01", 1)
  168. 121 EndIf
  169. 122 EndIf
  170.  
  171. G:\Skyrim\Data\Scripts\Source\dunPinewatchMakeHostileScript.psc:
  172. 7 faction property myFaction auto
  173. 8
  174. 9: string property sActorVariable = "Variable01" auto hidden
  175. 10: {By default, this property is set to Variable01.}
  176. 11
  177. 12 float property fActorVariable = 1.0 auto hidden
  178.  
  179. G:\Skyrim\Data\Scripts\Source\FXDragonMoundScript.psc:
  180. 180 endif
  181. 181 isDragonHome = 2
  182. 182: dragonRef.SetActorValue("Variable01", 1)
  183. 183 goToState("noDragon")
  184. 184 EndIf
  185. ...
  186. 213 dragonRef.SetAllowFlying(true)
  187. 214 dragonRef.SetAV("aggression", 1)
  188. 215: dragonRef.SetActorValue("Variable01", 1)
  189. 216 ; dragonRef.Activate(Game.GetPlayer())
  190. 217 ;Remove that dark weather
  191.  
  192. G:\Skyrim\Data\Scripts\Source\HHpilgrim02Script.psc:
  193. 5 if actronaut == game.getPlayer()
  194. 6 ; when the player first greets me, set my value to disable when unloaded.
  195. 7: self.setActorValue("Variable01",1)
  196. 8 endif
  197. 9 endEVENT
  198. ..
  199. 17
  200. 18 EVENT onUnload()
  201. 19: if self.getActorValue("Variable01") >= 1
  202. 20 self.disable()
  203. 21 self.delete()
  204.  
  205. G:\Skyrim\Data\Scripts\Source\masterAmbushScript.psc:
  206. 5 import debug
  207. 6
  208. 7: string property sActorVariable = "Variable01" auto hidden
  209. 8: {By default, this property is set to Variable01.}
  210. 9
  211. 10 float property fActorVariable = 1.0 auto hidden
  212.  
  213. G:\Skyrim\Data\Scripts\Source\MQ101CartRiderScript.psc:
  214. 10 ; set actor value and EVP to get them to walk
  215. 11 ;if GetActorRef() != Game.GetPlayer()
  216. 12: GetActorRef().SetActorValue("Variable01", 1)
  217. 13 GetActorRef().EvaluatePackage()
  218. 14 ;endif
  219.  
  220. G:\Skyrim\Data\Scripts\Source\MQ201PartyScript.psc:
  221. 95 int cfIndex = 0
  222. 96 while (cfIndex < GuestList.GetSize())
  223. 97: (GuestList.GetAt(cfIndex) as Actor).SetActorValue("variable01", 0)
  224. 98 cfIndex += 1
  225. 99 endwhile
  226. ...
  227. 103 while (cfIndex < iMaxGuestHellos)
  228. 104 int iGuest = utility.RandomInt(1, GuestList.GetSize()) - 1
  229. 105: (GuestList.GetAt(iGuest) as Actor).SetActorValue("variable01", 1)
  230. 106 ; debug.trace(self + " OnUpdate: picked guest " + iGuest + " = " + GuestList.GetAt(iGuest)+ " to say hello")
  231. 107 cfIndex += 1
  232.  
  233. G:\Skyrim\Data\Scripts\Source\MQ304AlduinScript.psc:
  234. 3
  235. 4 Event OnHit(ObjectReference akAggressor, Form akWeapon, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
  236. 5: ; for now, just setav variable01 to 2 (which is also what the fog sends if it is disrupted)
  237. 6 if akAggressor == Game.GetPlayer()
  238. 7 ReactToHit()
  239. .
  240. 11 ; not sure we need both of these, but for now Alduin can only attack with magic from perch
  241. 12 Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect)
  242. 13: ; for now, just setav variable01 to 2 (which is also what the fog sends if it is disrupted)
  243. 14 if akCaster == Game.GetPlayer()
  244. 15 ReactToHit()
  245. ..
  246. 19
  247. 20 function ReactToHit()
  248. 21: ; debug.trace(self + " Alduin hit - setting variable01 to 2")
  249. 22: GetActorRef().SetActorValue("variable01", 2)
  250. 23 GetActorRef().EvaluatePackage()
  251. 24 endFunction
  252.  
  253. G:\Skyrim\Data\Scripts\Source\MQSovngardeShoutTrigger.psc:
  254. 86 Actor pActor = GetLinkedRef(pKeyword) as Actor
  255. 87 ; debug.trace(self + " TryToChangeState: keyword=" + pKeyword + ", actor= " + pActor)
  256. 88: if pActor && pActor.GetActorValue("variable01") < newState
  257. 89 ; debug.trace(self + " TryToChangeState: changing to state " + newState)
  258. 90: pActor.SetActorValue("variable01", newState)
  259. 91 pActor.EvaluatePackage()
  260. 92 endif
  261.  
  262. G:\Skyrim\Data\Scripts\Source\TestSetAVLeverScript.psc:
  263. 4 import debug
  264. 5
  265. 6: string property sActorVariable = "Variable01" auto
  266. 7: {By default, this property is set to Variable01. Set which actor variable to set as a string}
  267. 8
  268. 9 float property fActorVariable = 1.0 auto
  269.  
  270. G:\Skyrim\Data\Scripts\Source\TG08BCenturionAmbush.psc:
  271. 5 import debug
  272. 6
  273. 7: string property sActorVariable = "Variable01" auto hidden
  274. 8: {By default, this property is set to Variable01.}
  275. 9
  276. 10 float property fActorVariable = 1.0 auto hidden
  277.  
  278. 54 matches across 18 files
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement