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GetItemCount terminal condition problems


ePath

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So... how do I get this condition to check the player's inventory for terminal option conditions?

 

I've been banging my head with a display menu, the display options were not working because of the GetItemCount which I used as:

 

GetItemCount, Run on: Subject, (item), >= 15 for example.

 

The display options have both GetItemCount and GetDisabled conditions, while retrieve options have only GetDisable conditions.

Since only Retrieve options were working, I tried a display option without the GetIemCount and it showed up, so that condition is the one to blame and I suppose I'm setting it wrong or it is just unusable in terminals, but since I can't find any mention to that last possibility I guess it's me.

 

For now, I'll manage without the GetItemCount and I'll just check for the player inventory in the result script, so if the player selects the option but doesn't have the item nothing will happen, but I'd like to know how to use it properly.

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The terminal in the Lucky38 suite that lets you buy upgrades may have something similar for checking you for caps. Other than that, there is the voucher terminal in FO3 National Archives that needs to check for the voucher.

 

But frankly, your question makes little sense. Maybe if you described what you are trying to do and where exactly you want your check to occur (when activating the terminal? When deciding what messages appear? Determining the response when the player clicks on a message topic?)

Edited by GamerRick
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GetItemCount, Run on: Subject, (item), >= 15 for example.

Instead of running it on the subject, run it on a Reference, and select the Player as the reference.

 

 

Thank you!

 

The terminal in the Lucky38 suite that lets you buy upgrades may have something similar for checking you for caps. Other than that, there is the voucher terminal in FO3 National Archives that needs to check for the voucher.

 

But frankly, your question makes little sense. Maybe if you described what you are trying to do and where exactly you want your check to occur (when activating the terminal? When deciding what messages appear? Determining the response when the player clicks on a message topic?)

 

Check if the player has the item that can be displayed so the option to display it shows up in the terminal. So: When deciding what messages appear. Which is why I was using the option's conditions: If the player doesn't have the item, the option won't show up.

 

Like I said, just to get over with it I deleted the GetItemCount conditions and just let all of the options display, but if the player doesn't have the item to be displayed (checked with an If statement in the result script) then nothing will happen. Works like a charm but now I'll try to do as MadMongo says so I know how to do it properly next time.

 

In fact, now I liked it more this way because there are several submenus and if I use GetItemCount in the option's condition list and the player doesn't have ANY item then there'll be several sub menus with only >Next and >Back on them, which looks kind of lame.

Edited by ePath
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I would think 'Run on subject" would work. Time to conduct some tests of my own....

 

The terminal in the Lucky38 suite goes to the barter menu, and there are no checks for who activated it or anything else. So far I haven't found a terminal that does that yet.

 

FOUND ONE!! V22FoodCaveWallTerm

 

It does exactly what madmongo said to do. So it must be necessary.

Edited by GamerRick
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Added as "TIP Menu Options using GetItemCount" to the "Scripting" section of the wiki "Getting started creating mods using GECK" article.

 

Someone please check that the example code is correct. Any suggestions as to how to make the text less obscure and convoluted are welcome. Though I prefer not to simply copy the entries from the GECKWiki because they may get updated and then this entry will be incorrect for an undetermined period of time until I notice (if ever).

 

-Dubious-

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Added as "TIP Menu Options using GetItemCount" to the "Scripting" section of the wiki "Getting started creating mods using GECK" article.

 

Someone please check that the example code is correct. Any suggestions as to how to make the text less obscure and convoluted are welcome. Though I prefer not to simply copy the entries from the GECKWiki because they may get updated and then this entry will be incorrect for an undetermined period of time until I notice (if ever).

 

-Dubious-

 

Thank you for this!. Well personally instead of "Run On: Player" I'd write "Run On: Reference (PlayerRef)" because in the GECK you first open the Run On dropdown to pick "Reference" and then you click on "select" and pick "PlayerRef ('Player')" from another dropdown menu, thus making the sentence a little easier to follow if one is looking at the GECK. And instead of:
"With a Menu using the Run On Subject condition combined with the GetItemCount function," I think
"With a Menu using the GetItemCount function as a condition" would be easier to understand. I'm not a native English speaker though, so that might be part of it and I apologize for any grammatical error in that sentence.

 

Btw there's a typo below in "ferreting out this reference scrit"

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