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Need help with scripts for an armor Mod I created recently.


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@FiftyTifty True I could use bools now that i have seen a script with them yesterday. I presume thats a lot faster. I just have to make it set the bools on equip and on leaving the armour workbench.

 

 

Scriptname CGXAM_GhostGoggles extends ObjectReference

Armor Property CGXAM_CourserGhostX92Goggles Auto

Keyword property CGXAMGhostX92GogglesDown auto
Keyword property CGXAMGhostX92GogglesUp auto
Keyword property CGXAMGhostX92GogglesPulsingDown auto
Keyword property CGXAMGhostX92GogglesPulsingUp auto
Keyword property CGXAMGhostX92GogglesAnimated auto
Keyword property CGXAMWearingGhostX92Goggles auto

ObjectMod Property CGXAM_mod_CourserGhostX92GogglesDown Auto
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesUp Auto
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesPulsingDown Auto
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesPulsingUp Auto

bool Property bGogglesAnimated Auto
bool Property bGogglesUp Auto
bool Property bGogglesPulsingUp Auto
bool Property bGogglesDown Auto
bool Property bGogglesPulsingDown Auto
bool Property bWeaponDrawn Auto

Actor Property ActorRef Auto
Actor Property PlayerRef Auto

Event OnEquipped(Actor akActor)

    ActorRef = akActor
    
    bool bGogglesAnimated = ActorRef.wornhaskeyword(CGXAMGhostX92GogglesAnimated)
    
    bool bGogglesUp = ActorRef.wornhaskeyword(CGXAMGhostX92GogglesUp)
    bool bGogglesPulsingUp = ActorRef.wornhaskeyword(CGXAMGhostX92GogglesPulsingUp)
    bool bGogglesDown = ActorRef.wornhaskeyword(CGXAMGhostX92GogglesDown)
    bool bGogglesPulsingDown = ActorRef.wornhaskeyword(CGXAMGhostX92GogglesPulsingDown)
    
    bool bWeaponDrawn = ActorRef.IsWeaponDrawn()
    
    If bGogglesAnimated
        RegisterForAnimationEvent(ActorRef, "WeaponDraw")
        RegisterForAnimationEvent(ActorRef, "WeaponSheathe")
        
        if bWeaponDrawn
        
            If bGogglesUp
                AttachMod(CGXAM_mod_CourserGhostX92GogglesDown)
            ElseIf bGogglesPulsingUp
                AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown)
            EndIf
            
        ElseIf bWeaponDrawn == false
            If bGogglesDown
                AttachMod(CGXAM_mod_CourserGhostX92GogglesUp)
            ElseIf bGogglesPulsingDown
                AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown)
            EndIf
            
        EndIf
        
    EndIf
EndEvent

Event OnAnimationEvent(ObjectReference akSource, string asEventName)
    
    If bGogglesAnimated
    
        If (akSource == ActorRef) && (asEventName == "WeaponDraw")
        
            If bGogglesUp
                AttachMod(CGXAM_mod_CourserGhostX92GogglesDown)
            ElseIf bGogglesPulsingUp
                AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown)
            EndIf
            
        ElseIf (akSource == ActorRef) && (asEventName == "WeaponSheathe")
            If bGogglesDown
                AttachMod(CGXAM_mod_CourserGhostX92GogglesUp)
            ElseIf bGogglesPulsingDown
                AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingUp)
            EndIf
            
        EndIf
        
    EndIf
    
endEvent

Event OnUnequipped(Actor akActor)

    if akActor == ActorRef
    
        If ActorRef.wornhaskeyword(CGXAMWearingGhostX92Goggles == false
            UnregisterForAnimationEvent(PlayerRef, "WeaponDraw")
            UnregisterForAnimationEvent(PlayerRef, "WeaponSheathe")
        EndIf
        
    EndIf
    
EndEvent
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@fiftytifty interesting demonstration of using the bool's.

 

I presume checking a bool is alot lot more cpu friendly than running a function.

 

I compressed my script as much as possible down below and ran it and turns out that the changing mods really do unequip and reequip the item it is on, just really fast. So your script would be running the on equip event and on animation event at the same time running the functions everytime.

 

But thanks for the demonstration, I will redo mine with an on first equip bool and an on exiting workbench section to run the function calls in.

Scriptname CGXAM_GhostGoggles extends ObjectReference

Keyword property CGXAMGhostX92GogglesDown auto
Keyword property CGXAMGhostX92GogglesUp auto
Keyword property CGXAMGhostX92GogglesPulsingDown auto
Keyword property CGXAMGhostX92GogglesPulsingUp auto
Keyword property CGXAMGhostX92GogglesAnimated auto
Keyword property CGXAMWearingGhostX92Goggles auto
;Keyword property CGXAMGhostX92GogglesAutoNightVisionOff auto
Keyword property CGXAMGhostX92GogglesAutoNightVisionOn auto
Keyword property CGXAMX92GogglesNightVisionOff auto
Keyword property CGXAMX92GogglesNightVisionOn auto

ObjectMod Property CGXAM_mod_CourserGhostX92GogglesDown Auto
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesUp Auto 
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesPulsingDown Auto
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesPulsingUp Auto
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesNVOff Auto
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesNVOn Auto

Actor Property ActorRef Auto

Float Property LLNumber Auto

GlobalVariable Property CGXAM_LightLevelNumber Auto

Event OnEquipped(Actor akActor)
	Debug.Notification("OnEquippedAAA")
	ActorRef = akActor
	If (ActorRef.wornhaskeyword(CGXAMGhostX92GogglesAnimated))
		StartTimer(0.01)
	EndIf
EndEvent

Event OnTimer(int aiTimerID)	
	If (ActorRef.wornhaskeyword(CGXAMGhostX92GogglesAnimated))
		If (ActorRef.wornhaskeyword(CGXAMGhostX92GogglesAutoNightVisionOn))
			LLNumber = CGXAM_LightLevelNumber.GetValue()
			If ((ActorRef.GetLightLevel()) <= (LLNumber))
				If (ActorRef.wornhaskeyword(CGXAMGhostX92GogglesUp))
					AttachMod(CGXAM_mod_CourserGhostX92GogglesDown)
				ElseIF (ActorRef.wornhaskeyword(CGXAMGhostX92GogglesPulsingUp))
					AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown)
				EndIf
				If (ActorRef.wornhaskeyword(CGXAMX92GogglesNightVisionOff))
					AttachMod(CGXAM_mod_CourserGhostX92GogglesNVOn)
				EndIf
			Else
				If (ActorRef.wornhaskeyword(CGXAMX92GogglesNightVisionOn))
					AttachMod(CGXAM_mod_CourserGhostX92GogglesNVOff)
				EndIf
				if (ActorRef.IsWeaponDrawn() == true)
					If (ActorRef.wornhaskeyword(CGXAMGhostX92GogglesUp))
						AttachMod(CGXAM_mod_CourserGhostX92GogglesDown)
					ElseIF (ActorRef.wornhaskeyword(CGXAMGhostX92GogglesPulsingUp))
						AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown)
					EndIf
				Else
					If (ActorRef.wornhaskeyword(CGXAMGhostX92GogglesDown))
						AttachMod(CGXAM_mod_CourserGhostX92GogglesUp)
					ElseIF (ActorRef.wornhaskeyword(CGXAMGhostX92GogglesPulsingDown))
						AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingUp)
					EndIf
				EndIf
			EndIf
		Else
			If (ActorRef.wornhaskeyword(CGXAMX92GogglesNightVisionOn))
				AttachMod(CGXAM_mod_CourserGhostX92GogglesNVOff)
			EndIf
			if (ActorRef.IsWeaponDrawn() == true)
				If (ActorRef.wornhaskeyword(CGXAMGhostX92GogglesUp))
					AttachMod(CGXAM_mod_CourserGhostX92GogglesDown)
				ElseIF (ActorRef.wornhaskeyword(CGXAMGhostX92GogglesPulsingUp))
					AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown)
				EndIf
			Else
				If (ActorRef.wornhaskeyword(CGXAMGhostX92GogglesDown))
					AttachMod(CGXAM_mod_CourserGhostX92GogglesUp)
				ElseIF (ActorRef.wornhaskeyword(CGXAMGhostX92GogglesPulsingDown))
					AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingUp)
				EndIf
			EndIf
		EndIf		
		StartTimer(0.5)
	EndIf
EndEvent	

Event OnUnequipped(Actor akActor)
	Debug.Notification("OnUnequippedZZZ")
	If !(ActorRef.wornhaskeyword(CGXAMWearingGhostX92Goggles))
		CancelTimer()
	EndIf
EndEvent
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The functions return bools to begin with. The problem lies in that you're repeatedly calling the same functions, when you have previously gotten their result.

 

Call the functions once, put them into a bool, and then use the bools in the if checks.

 

The script I posted is the exact same one you posted on the previous page, but optimized with bools and PlayerRef instead of Game.GetPlayer()

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Well heres my script with bools. :smile: It feels more complicated to me nut it compiled fine and now to test it.

Scriptname CGXAM_GhostGoggles extends ObjectReference

;Armor Property CGXAM_CourserGhostX92Goggles Auto

;Keyword property CGXAMX92GogglesDown auto
Keyword property CGXAMX92GogglesUp auto
;Keyword property CGXAMX92GogglesPulsingDown auto
Keyword property CGXAMX92GogglesPulsingUp auto
Keyword property CGXAMX92GogglesAnimated auto
Keyword property CGXAMWearingGhostX92Goggles auto
;Keyword property CGXAMX92GogglesAutoNightVisionOff auto
Keyword property CGXAMX92GogglesAutoNightVisionOn auto
;Keyword property CGXAMX92GogglesNightVisionOff auto
Keyword property CGXAMX92GogglesNightVisionOn auto

Keyword property workbencharmor auto

ObjectMod Property CGXAM_mod_CourserGhostX92GogglesDown Auto
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesUp Auto 
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesPulsingDown Auto
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesPulsingUp Auto
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesNVOff Auto
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesNVOn Auto

GlobalVariable Property CGXAM_LightLevelNumber Auto

bool Property bGogglesAnimated = False Auto
bool Property bAutoNightVisionOn Auto

bool Property bNightVisionOn Auto
bool Property bGogglesUp Auto
bool Property bGogglesPulsingUp Auto
;bool Property bGogglesDown Auto
;bool Property bGogglesPulsingDown Auto

bool Property bFunctionsRan = False Auto

Actor Property ActorRef Auto

Float Property LLNumber Auto


Event OnEquipped(Actor akActor)
	Debug.Notification("OnEquipped  proof")
	ActorRef = akActor
	If ActorRef == Game.GetPlayer()
		RegisterForMenuOpenCloseEvent("ExamineConfirmMenu")
	EndIf
	If bFunctionsRan == False
		StartTimer(0.01, 1)
	EndIf
	If bGogglesAnimated == True
		StartTimer(0.01)
	EndIf
EndEvent

Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening)   
Debug.Notification("OnMenuOpenCloseEvent")
	if abOpening == False
		CancelTimer()
		Debug.Notification("Menu send to timer 1")
		bFunctionsRan = False
		StartTimer(0.01, 1)
	EndIf
endEvent

Event OnTimer(int aiTimerID)		
	If aiTimerID == 1
		If bFunctionsRan == False
			
			bGogglesAnimated = ActorRef.wornhaskeyword(CGXAMX92GogglesAnimated)
			bAutoNightVisionOn = ActorRef.wornhaskeyword(CGXAMX92GogglesAutoNightVisionOn)
			
			bNightVisionOn = ActorRef.wornhaskeyword(CGXAMX92GogglesNightVisionOn)
			bGogglesUp = ActorRef.wornhaskeyword(CGXAMX92GogglesUp)
			bGogglesPulsingUp = ActorRef.wornhaskeyword(CGXAMX92GogglesPulsingUp)
;			bGogglesDown = ActorRef.wornhaskeyword(CGXAMX92GogglesDown)
;			bGogglesPulsingDown = ActorRef.wornhaskeyword(CGXAMX92GogglesPulsingDown)
			
			If bGogglesAnimated == True
				bFunctionsRan = True
				StartTimer(0.01)
			Else
				
			Endif
			Debug.Notification("bFunctionsRan")
		EndIf
	EndIf
	If aiTimerID == 0
		If bAutoNightVisionOn
			LLNumber = CGXAM_LightLevelNumber.GetValue()
			If ((ActorRef.GetLightLevel()) <= (LLNumber))
				If bGogglesUp == True
					AttachMod(CGXAM_mod_CourserGhostX92GogglesDown)
					bGogglesUp = False
				ElseIF bGogglesPulsingUp == True
					AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown)
					bGogglesPulsingUp = False
				EndIf
				If bNightVisionOn == False
					AttachMod(CGXAM_mod_CourserGhostX92GogglesNVOn)
					bNightVisionOn = True
				EndIf
			Else
				If bNightVisionOn == True
					AttachMod(CGXAM_mod_CourserGhostX92GogglesNVOff)
					bNightVisionOn = False
				EndIf
				if (ActorRef.IsWeaponDrawn() == true)
					If bGogglesUp == True
						AttachMod(CGXAM_mod_CourserGhostX92GogglesDown)
						bGogglesUp = False
					ElseIF bGogglesPulsingUp == True
						AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown)
						bGogglesPulsingUp = False
					EndIf
				Else
					If bGogglesUp == False
						AttachMod(CGXAM_mod_CourserGhostX92GogglesUp)
						bGogglesUp = True
					ElseIF bGogglesPulsingUp == False
						AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingUp)
						bGogglesPulsingUp = True
					EndIf
				EndIf
			EndIf
		Else
			If bNightVisionOn == True
				AttachMod(CGXAM_mod_CourserGhostX92GogglesNVOff)
				bNightVisionOn = False
			EndIf
			if (ActorRef.IsWeaponDrawn() == true)
				If bGogglesUp == True
					AttachMod(CGXAM_mod_CourserGhostX92GogglesDown)
					bGogglesUp = False
				ElseIF bGogglesPulsingUp == True
					AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown)
					bGogglesPulsingUp = False
				EndIf
			Else
				If bGogglesUp == False
					AttachMod(CGXAM_mod_CourserGhostX92GogglesUp)
					bGogglesUp = True
				ElseIF bGogglesPulsingUp == False
					AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingUp)
					bGogglesPulsingUp = True
				EndIf
			EndIf
		EndIf		
		StartTimer(0.5)
	EndIf
EndEvent	

Event OnUnequipped(Actor akActor)
	Debug.Notification("OnUnequippedZZZ")
	If !(ActorRef.wornhaskeyword(CGXAMWearingGhostX92Goggles))
		CancelTimer()
		bFunctionsRan = False
		UnregisterForMenuOpenCloseEvent("ExamineConfirmMenu")
		Debug.Notification("CancelTimer")
	EndIf
EndEvent
Edited by stonefisher
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Well the script worked but due to my bad use of bools kept reverting to steady light when set to pulsing light. Well heres the same script with a few extra bools to ensure it always sticks to the right one. Also I have made it if you are outside in rain or worse the goggles come down.

Scriptname CGXAM_GhostGoggles extends ObjectReference

Keyword property CGXAMX92GogglesUp auto
Keyword property CGXAMX92GogglesDown auto
Keyword property CGXAMX92GogglesPulsingUp auto
Keyword property CGXAMX92GogglesPulsingDown auto
Keyword property CGXAMX92GogglesAnimated auto
Keyword property CGXAMWearingGhostX92Goggles auto
Keyword property CGXAMX92GogglesAutoNightVisionOn auto
Keyword property CGXAMX92GogglesNightVisionOn auto

ObjectMod Property CGXAM_mod_CourserGhostX92GogglesDown Auto
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesUp Auto 
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesPulsingDown Auto
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesPulsingUp Auto
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesNVOff Auto
ObjectMod Property CGXAM_mod_CourserGhostX92GogglesNVOn Auto

GlobalVariable Property CGXAM_LightLevelNumber Auto

bool Property bGogglesAnimated = False Auto
bool Property bAutoNightVisionOn Auto

bool Property bNightVisionOn Auto
bool Property bGogglesUp Auto
bool Property bGogglesPulsingUp Auto
bool Property bGogglesDown Auto
bool Property bGogglesPulsingDown Auto

bool Property bFunctionsRan = False Auto

Actor Property ActorRef Auto

Float Property LLNumber Auto


Event OnEquipped(Actor akActor)
	Debug.Notification("OnEquipped  proof")
	ActorRef = akActor
	If ActorRef == Game.GetPlayer()
		RegisterForMenuOpenCloseEvent("ExamineConfirmMenu")
	EndIf
	If bFunctionsRan == False
		StartTimer(0.01, 1)
	EndIf
	If bGogglesAnimated == True
		StartTimer(0.01)
	EndIf
EndEvent

Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening)   
Debug.Notification("OnMenuOpenCloseEvent")
	if abOpening == False
		CancelTimer()
		Debug.Notification("Menu send to timer 1")
		bFunctionsRan = False
		StartTimer(0.01, 1)
	EndIf
endEvent

Event OnTimer(int aiTimerID)		
	If aiTimerID == 1
		CancelTimer()
		If bFunctionsRan == False
			
			bGogglesAnimated = ActorRef.wornhaskeyword(CGXAMX92GogglesAnimated)
			bAutoNightVisionOn = ActorRef.wornhaskeyword(CGXAMX92GogglesAutoNightVisionOn)
			
			bNightVisionOn = ActorRef.wornhaskeyword(CGXAMX92GogglesNightVisionOn)
			bGogglesDown = ActorRef.wornhaskeyword(CGXAMX92GogglesDown)
			bGogglesUp = ActorRef.wornhaskeyword(CGXAMX92GogglesUp)
			bGogglesPulsingDown = ActorRef.wornhaskeyword(CGXAMX92GogglesPulsingDown)
			bGogglesPulsingUp = ActorRef.wornhaskeyword(CGXAMX92GogglesPulsingUp)
			
			If bGogglesAnimated == True
				bFunctionsRan = True
				StartTimer(0.01)
				StartTimer(60, 1)
			Else
				
			Endif
			Debug.Notification("bFunctionsRan")
		EndIf
	EndIf
	If aiTimerID == 0
		;Debug.Notification("PULSE")
		If bAutoNightVisionOn
			LLNumber = CGXAM_LightLevelNumber.GetValue()
			If ((ActorRef.GetLightLevel()) <= (LLNumber))
				Debug.Notification("night vision on")
				If bGogglesUp == True
					AttachMod(CGXAM_mod_CourserGhostX92GogglesDown)
					bGogglesUp = False
					bGogglesDown = True
				ElseIF bGogglesPulsingUp == True
					AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown)
					bGogglesPulsingUp = False
					bGogglesPulsingDown = True
				EndIf
				If bNightVisionOn == False
					AttachMod(CGXAM_mod_CourserGhostX92GogglesNVOn)
					bNightVisionOn = True
				EndIf
			Else
				If bNightVisionOn == True
					AttachMod(CGXAM_mod_CourserGhostX92GogglesNVOff)
					bNightVisionOn = False
				EndIf
				If (ActorRef.IsInInterior() == False && (Weather.GetCurrentWeather()).GetClassification() >= 2)
					Debug.Notification("Bad weather outdoors on")
					If bGogglesUp == True
						AttachMod(CGXAM_mod_CourserGhostX92GogglesDown)
						bGogglesUp = False
						bGogglesDown = True
					ElseIF bGogglesPulsingUp == True
						AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown)
						bGogglesPulsingUp = False
						bGogglesPulsingDown = True
					EndIf
				Else
					if (ActorRef.IsWeaponDrawn() == true)
						Debug.Notification("IsWeaponDrawn")
						If bGogglesUp == True
							AttachMod(CGXAM_mod_CourserGhostX92GogglesDown)
							bGogglesUp = False
							bGogglesDown = True
						ElseIF bGogglesPulsingUp == True
							AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown)
							bGogglesPulsingUp = False
							bGogglesPulsingDown = True
						EndIf
					Else
						Debug.Notification("IsWeaponsheathed")
						If bGogglesDown == True
							AttachMod(CGXAM_mod_CourserGhostX92GogglesUp)
							bGogglesDown = False
							bGogglesUp = True
						ElseIF bGogglesPulsingDown == True
							AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingUp)
							bGogglesPulsingDown = False
							bGogglesPulsingUp = True
						EndIf
					EndIf
				EndIf
			EndIf
		Else
			If bNightVisionOn == True
				AttachMod(CGXAM_mod_CourserGhostX92GogglesNVOff)
				bNightVisionOn = False
			EndIf
			If (ActorRef.IsInInterior() == False && (Weather.GetCurrentWeather()).GetClassification() >= 2)
				Debug.Notification("Bad weather outdoors on")
				If bGogglesUp == True
					AttachMod(CGXAM_mod_CourserGhostX92GogglesDown)
					bGogglesUp = False
					bGogglesDown = True
				ElseIF bGogglesPulsingUp == True
					AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown)
					bGogglesPulsingUp = False
					bGogglesPulsingDown = True
				EndIf
			Else
				if (ActorRef.IsWeaponDrawn() == true)
					Debug.Notification("IsWeaponDrawn")
					If bGogglesUp == True
						AttachMod(CGXAM_mod_CourserGhostX92GogglesDown)
						bGogglesUp = False
						bGogglesDown = True
					ElseIF bGogglesPulsingUp == True
						AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown)
						bGogglesPulsingUp = False
						bGogglesPulsingDown = True
					EndIf
				Else
					Debug.Notification("IsWeaponsheathed")
					If bGogglesDown == True
						AttachMod(CGXAM_mod_CourserGhostX92GogglesUp)
						bGogglesDown = False
						bGogglesUp = True
					ElseIF bGogglesPulsingDown == True
						AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingUp)
						bGogglesPulsingDown = False
						bGogglesPulsingUp = True
					EndIf
				EndIf
			EndIf
		EndIf		
		StartTimer(0.5)
	EndIf
EndEvent	

Event OnUnequipped(Actor akActor)
	Debug.Notification("OnUnequippedZZZ")
	Utility.wait(2)
	If !(ActorRef.wornhaskeyword(CGXAMWearingGhostX92Goggles))
		CancelTimer()
		CancelTimer(1)
		bFunctionsRan = False
		UnregisterForMenuOpenCloseEvent("ExamineConfirmMenu")
		Debug.Notification("CancelTimer")
	EndIf
EndEvent
Edited by stonefisher
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It compiles and seems to work according to the debug messagers, but the ,odels are not going up for some reason. I get night vision so I know the mods are switching.

 

OOps i should go check with the animation mod removed, maybe its the armour addon index's that are broken.

 

 

 

Edit: I should have done a fresh mod run. now it works perfectly

Edited by stonefisher
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