Hello I've encountered another little problem and thought I'd post here in hopes of getting some help. I've been working with the generic vertibird encounter script and have been able to modify it so that it works the way I want. However I've been having about three issues. The goal of this vertibird is to appear at stage 140 of my quest, and enable two Enclave soldiers, and a commander. However I've encountered this problem:
When I set the vertibird activator to initially disabled, the script still runs through enabling the three npc's as though the vertibird had already came. I've been doing a lot of looking into my problem, trying to fix it- but I just can't. I'll continue to look into this but hopefully someone can help me, here is the vertibird script.
if active == 0
playgroup forward 0
set active to 1
if IsActionRef player == 0
; assume this is my reference marker
set landingMarker to GetActionRef
; move soldier drop-off markers
FFEDropOffMarkerA.moveto landingMarker 0 -75 0
FFEDropOffMarkerB.moveto landingMarker 0 75 0
if active == 1
if isanimplaying forward == 0
if active ==2
playgroup idle 1
set active to 2
set active to 3
if active ==4
playgroup backward 1
if (NIDfalltopower.Flee01 == 1)
set active to 4
Another thing, I don't know how to get the vertibird to fly away after landing. I've successfully gotten it to land, when testing it out before I disabled it for the quest stage, but I don't know how to make it fly away again after the commander boards the vertibird if he is shot, or just leaving the area. (He flees to save himself while the soldiers stay behind.) Can anyone help?
Here is some additional scripts
If (KillCount01 ==9)
setstage NIDFalltopower 60
if (KillCount02 ==5)
setstage NIDFalltopower 100
if (Killcount03 ==3)
setstage NIDFalltopower 140
NPC flee script
set NIDfalltopower.Flee01 to 1
If anyone can help me- thank you.
Edited by FalloutZaxus, 11 September 2013 - 06:01 AM.