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Capabilities of: OnTutorialEvent - ScriptObject


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Scriptname CaDW_Drop_WW extends ObjectReference

Furniture property pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchGround auto const
MiscObject property pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchInventory auto const
ObjectReference property CaDW_RPWW_Container auto
FormList property CaDW_RPWW_ItemFilter auto

ObjectReference workbenchRef
ObjectReference MyContainer
FormList MyFormList

Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
	if (!akNewContainer && akOldContainer == game.getPlayer())
		self.disable()
		workbenchRef = self.placeAtMe(pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchGround)
		workbenchRef.MoveToNearestNavmeshLocation()
		workbenchRef.SetAngle(0.0, 0.0, workbenchRef.getAngleZ())
		RegisterForRemoteEvent(game.getplayer(), "OnGetUp")
		RegisterForRemoteEvent(workbenchRef, "OnActivate")
		utility.wait(0.5)
		self.delete()
	endif
endEvent

Event ObjectReference.OnActivate(ObjectReference akSender, ObjectReference akActionRef)
  	if (akSender == workbenchRef && akActionRef == game.getplayer())
  		Game.GetPlayer().RemoveItem(MyFormlist, -1, true, MyContainer)
                UnregisterForRemoteEvent(workbenchRef, "OnActivate")
  	endif

EndEvent

Event Actor.OnGetUp(Actor sender, ObjectReference akFurniture)
	if (sender == game.getplayer() && akFurniture == workbenchRef)
		utility.wait(1.0)
		workbenchRef.disable()
		game.getplayer().addItem(self)
		MyContainer.RemoveItem(MyFormlist, -1, true, game.getplayer())
		utility.wait(0.2)
		workbenchRef.delete()
                UnregisterForRemoteEvent(game.getplayer(), "OnGetUp")
	endif
endEvent 

hmm dunno what i did wrong,

nothing got sucked away.

 

I have made a formlist with all construction and junk listed and I put a chest in qasmoke.

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Ok, you did right try this:

Scriptname CaDW_Drop_WW extends ObjectReference

Furniture property pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchGround auto const
MiscObject property pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchInventory auto const
ObjectReference property CaDW_RPWW_Container auto
FormList property CaDW_RPWW_ItemFilter auto

ObjectReference workbenchRef

Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
	if (!akNewContainer && akOldContainer == game.getPlayer())
		self.disable()
		workbenchRef = self.placeAtMe(pCaDW_FO4_co_Tool_PortableWeaponsWorkbenchGround)
		workbenchRef.MoveToNearestNavmeshLocation()
		workbenchRef.SetAngle(0.0, 0.0, workbenchRef.getAngleZ())
		RegisterForRemoteEvent(game.getplayer(), "OnGetUp")
		RegisterForRemoteEvent(workbenchRef, "OnActivate")
		utility.wait(0.5)
		self.delete()
	endif
endEvent

Event ObjectReference.OnActivate(ObjectReference akSender, ObjectReference akActionRef)
  	if (akSender == workbenchRef && akActionRef == game.getplayer())
  		Game.GetPlayer().RemoveItem(CaDW_RPWW_ItemFilter, -1, true, CaDW_RPWW_Container)
                UnregisterForRemoteEvent(workbenchRef, "OnActivate")
  	endif

EndEvent

Event Actor.OnGetUp(Actor sender, ObjectReference akFurniture)
	if (sender == game.getplayer() && akFurniture == workbenchRef)
		utility.wait(1.0)
		workbenchRef.disable()
		game.getplayer().addItem(self)
		CaDW_RPWW_Container.RemoveItem(CaDW_RPWW_ItemFilter, -1, true, game.getplayer())
		utility.wait(0.2)
		workbenchRef.delete()
                UnregisterForRemoteEvent(game.getplayer(), "OnGetUp")
	endif
endEvent 
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VICTORY! :) :) :)

 

It works flawlessly and fast.

 

Now I just got to finish the models and merge it with my mod and I can make an update and also release it as a stand alone mod.

 

 

Thank you for the help shavkacagarikia. It was very much appreciated.

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