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Xilandro

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Everything posted by Xilandro

  1. Thank you very very much good sir, now everything works as it should! Well, it didn't work last time. Now i understand why. maybe because of this: Okay =)
  2. I've spent whole night to figure out everything by myself, but nothing, so I'm seriously stuck. So i'm sorry, but i really need some help =( script is attached to DummyItem And when the dummyItem is added to someone's inventory - script is started and "Job is Done" hud element appears on screen and fade away after few seconds. The problem is... it don't fade. I've tried almost everything i know, tried also different blocktypes (OnAdd, Gamemode, OnAdd+Gamemode) all three script types and nothing helps. Template script: scn aaNamePlaceholder float Timer int iAlpha ref rContainer Begin Gamemode set rContainer to GetContainer if rContainer != Player SetUIFloat "HUDMainMenu\confirm\alpha" 255 SetUIFloat "HUDMainMenu\confirm\visible" 1 set Timer to 4 endif if Timer > 0 if Timer < 3 set iAlpha to Timer * 85 SetUIFloat "HUDMainMenu\confirm\alpha" iAlpha endif set Timer to Timer + GetSecondsPassed elseif Timer set Timer to 0 SetUIFloat "HUDMainMenu\confirm\visible" 0 endif endI will appreciate any kind of help, from simple advice and pointing on my mistakes to fully working scripts. And once again sorry.
  3. One word - incompatibility. And lol, Project Nevada + Arwen Tweaks + hellofalot of other mods? Seriously? Remove at least 99% of mods and stick with only few mods.
  4. Hello. I'm sorry, but i need some scripting help =\ I'm trying to make a counter how many ammo clips are left in the player's inventory for equipped weapon (like stimpak counter here http://newvegas.nexusmods.com/mods/49566/?) And the question is: how can i get the clip number in the player's inventory? As i understand it's something like "ammo count in player's inventory / rounds in clip = clip number" NVSE have next functions that may be helpful GetPlayerCurrentAmmo GetWeaponClipRounds GetWeaponAmmoUse GetClipSize i will appreciate any help. Already done, thanks to Dazzerfong ref refGun ref refAmmo short magsRemaining begin gamemode set refGun to player.getequippedobject 5 set refAmmo to getweaponammo refGun set magsRemaining to (player.getitemcount refAmmo)/(player.GetWeaponClipRounds refGun)
  5. Same issue. Hard refresh didn't help.
  6. Now this sounds amazing. I hope you will make those amazing clouds cast shadows) And i definitely will use your mod, it's just brilliant)
  7. only data. but if you have ini files in subfolders - remove them too (there's no vanilla inis in data at all)
  8. make sure you don't have ANY .ini files in your DATA folder. If you have - remove them.
  9. No, i don't want change weapon effects. I think my english fails again and i can't clearly explain what i need =\ I want add knockdown effect when health is damaged. Just like in TRE - Low Health Knockdown mod, but unfortunately it's not working on NPCs. Only on player. And i have no idea how to make it work on NPCs too =\
  10. Is it possible to add actor or base effect when PC\NPC is taking damage from melee and guns without adding script to weapons? Yesh, sure i can add script to weapons, but it will make the mod incompatible with weapons added or changed by other mods. Can somebody help?
  11. That's exactly what i need. Is there any tutorials how-to? Or you can give me some fast tips like "press a, then press b, and save" lol)
  12. Yes, i mean a weapon attached to backpack like in a weapons holder. Or weapon instead of a backpack. Or just wearable weapon model on character's back.
  13. Can somebody make mod with some vanilla weapon models (sevice rifle, antimaterial, repeater) as a backpacks? Or give me some links to helpful tutorials how-to. I've tried to make it by myself, but everytime my game is crashing (copy-paste branches of weapon to blackwolf backpack). I know i'm doing something wrong, but dunno what exactly. Pleasehelpme:ohdear:
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