Jump to content

Vertibird Land, and Takeoff scripting.


Kurzusseus

Recommended Posts

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.



scn GenericVertibirdEncounterSCRIPT03


short active

short disabled

ref landingMarker


begin onLoad

if active == 0

playgroup forward 0

set active to 1

endif

end


begin OnActivate

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

endif

end


begin gameMode


if active == 1

if isanimplaying forward == 0

if active ==2

playgroup idle 1

set active to 2

endif

JasonRefPrimm.Enable

EnclaveTeslaRefPrimm.Enable

EnclaveTeslaRefPrimm02.Enable

set active to 3

if active ==4

playgroup backward 1

if (NIDfalltopower.Flee01 == 1)

set active to 4

markfordelete

endif

endif

endif

endif

endif

endif

end


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


Quest script



scn NIDKillCountFalltopower


Short KillCount01

short KillCount02

short KillCount03

short Flee01


Begin Gamemode


If (KillCount01 ==9)

setstage NIDFalltopower 60

if (KillCount02 ==5)

setstage NIDFalltopower 100

if (Killcount03 ==3)

setstage NIDFalltopower 140

endif

endif

endif

end


NPC flee script



scn NIDJasonFleePrimm


Short bDoOnce


begin OnStartCombat

tigrunner.enable

set NIDfalltopower.Flee01 to 1

StopCombat

;JasonRefPrimm.evp

JasonRefPrimm.resetai

endif

end


If anyone can help me- thank you.


Edited by FalloutZaxus
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...