stonefisher Posted June 5, 2017 Author Share Posted June 5, 2017 The workbench is in world and you just use it. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 5, 2017 Share Posted June 5, 2017 I am not sure but, open your workbench dialog in CK and uncheck "Has Container" flag Link to comment Share on other sites More sharing options...
stonefisher Posted June 5, 2017 Author Share Posted June 5, 2017 (edited) dialog? EDIT: No wait I found the elusive tickbox. Edited June 5, 2017 by stonefisher Link to comment Share on other sites More sharing options...
stonefisher Posted June 5, 2017 Author Share Posted June 5, 2017 Yep, that did the trick thanks. Now back to the script which refuses to work :) Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 5, 2017 Share Posted June 5, 2017 show me your script I'll probably can help Link to comment Share on other sites More sharing options...
stonefisher Posted June 5, 2017 Author Share Posted June 5, 2017 thanks. Scriptname CaDW_Drop_WW extends ObjectReference Furniture property pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchGround auto const mandatoryMiscObject property pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchInventory auto const mandatory Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)if (!akNewContainer && akOldContainer == game.getPlayer());self.MoveToNearestNavmeshLocation()self.disable()self.placeAtMe(pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchGround)utility.wait(0.5)self.delete()endifendEvent Event OnExitFurniture(ObjectReference akActionRef)if (akActionRef == game.getPlayer())utility.wait(1.0)akActionRef.addItem(pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchInventory)utility.wait(0.2)self.delete()endIfEndEvent Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 5, 2017 Share Posted June 5, 2017 I suppose you want to detect drop of the item (on which the script is attached to) and then place wokbench on the ground and when player exits that workbench, add that item back to player again. I'll sugest to use OnItemRemoved instead: Scriptname CaDW_Drop_WW extends ObjectReference Furniture property pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchGround auto const mandatory MiscObject property pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchInventory auto const mandatory Event OnInit() AddInventoryEventFilter(None) Endevent Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) if !akDestContainer ;self.MoveToNearestNavmeshLocation() self.disable() self.placeAtMe(pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchGround) utility.wait(0.5) self.delete() endif endEvent Event OnExitFurniture(ObjectReference akActionRef) if (akActionRef == game.getPlayer()) utility.wait(1.0) akActionRef.addItem(pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchInventory) utility.wait(0.2) self.delete() endIf EndEvent Link to comment Share on other sites More sharing options...
stonefisher Posted June 6, 2017 Author Share Posted June 6, 2017 (edited) Thanks for the prompt response. I forgot to say what the problem was with the script. Well it droped and converted into the workbench fine. I could use it but on exiting the menu It did not readd to my inventory or disappear from the game world. I have just tested the script you sent me and it just drops the misc object without converting it into furniture. Sorry again for not telling you the problem. Edited June 6, 2017 by stonefisher Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 6, 2017 Share Posted June 6, 2017 ok, if it was placing workbench then use OnContainerChanged, seems I have something wrong with OnItemRemoved (I think it's problem with filtering) but never mind OnContainerChanged works. Try this: Scriptname CaDW_Drop_WW extends ObjectReference Furniture property pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchGround auto const mandatory MiscObject property pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchInventory auto const mandatory Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if (!akNewContainer && akOldContainer == game.getPlayer()) ;self.MoveToNearestNavmeshLocation() self.disable() ObjectReference workbenchRef = self.placeAtMe(pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchGround) utility.wait(0.5) self.delete() endif endEvent Event OnExitFurniture(ObjectReference akActionRef) if (akActionRef == game.getPlayer()) utility.wait(1.0) workbenchRef.disable() akActionRef.addItem(pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchInventory) utility.wait(0.2) workbenchRef.delete() endIf EndEvent Link to comment Share on other sites More sharing options...
stonefisher Posted June 6, 2017 Author Share Posted June 6, 2017 Hi thx, I could not compile the script. Link to comment Share on other sites More sharing options...
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