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shavkacagarikia

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Everything posted by shavkacagarikia

  1. script extends Perk, but when you attach script on perk it automatically writes that for you.
  2. Ok, that's probably what causes problem as you cannot change values of Const properties and also can't add other than Const properties on perk fragment as fragment itself is Const too. Gonna suggest a workaround, attach this script on perk itself NOT on perk entry: GlobalVariable Property ATaAH_GlobalVariable Auto Event OnEntryRun(int auiEntryID, ObjectReference akTarget, Actor akOwner) if (auiEntryID == 0) ATaAH_GlobalVariable.setvalue(Game.getplayer().GetScale()) endif endevent
  3. No you messed something. As I said already, just read what errors say. you are missing () after getplayer as it is method not property. The script bellow compiles without problems. GlobalVariable Property ATaAH_GlobalVariable Auto Perk Property ATaAH_Perk Auto Event OnInit() RegisterForRemoteEvent(Game.getplayer(),"OnGetUp") Game.getplayer().addperk(ATaAH_Perk) endevent Event Actor.OnGetUp(Actor akSender, ObjectReference akFurniture) if (akFurniture.getbaseobject() is Terminal) Game.GetPlayer().SetScale(ATaAH_GlobalVariable.GetValue()) endif endEvent
  4. For first script error try. If (akFurniture.getbaseobject() is Terminal) For second you have given different global variable property name and the one you use has different name than property. P.s very often if you read errors they directly tell you what's a problem
  5. Missing () on getplayer when registeringforanimevent. Also I have commented something similar on your different post, You cannot use onitemequipped and onitemunequipped on script that extends objectreference, they are Actor script events. Use onEquipped() and onUnEquipped() instead.
  6. You are welcome. It's good that constructible object variant worked as expected :D P.S scripts are external assets just like meshes or textures
  7. you are missing endif inside isweapondrawn== true. Also missing two more endifs inside onanimation event.
  8. 1)First of all create new global variable. We will need that below. 2) Then create new perk. We will need that as well. 2)You cannot use OnActivate and OnExitFurniture in Quest type scripts they are events of ObjectReference script. (well you can use with remote event registration but it's bad option for this case, just believe me). We will still use one remote event though. remove everything from that quest script. paste this script: GlobalVariable Property myglobvar Auto Perk Property myperk Auto Event OnInit() RegisterForRemoteEvent(Game.getplayer(),"OnGetUp") Game.getplayer().addperk(myperk) endevent Event Actor.OnGetUp(Actor akSender, ObjectReference akFurniture) if (akFurniture is Terminal) Game.GetPlayer.SetScale(myglobvar.getvalue()) endif endEvent Fill properties with perk and global variable you created earlier. Then open your perk, add new entry everything should be like on this image: http://i.imgur.com/yLXHvxh.png Use this script for copy: If !(Game.GetPlayer().GetScale() == 1) myglobvar.setvalue( Game.GetPlayer().GetScale()) Game.GetPlayer().SetScale(1.0) akTargetRef.Disable() akTargetRef.Enable() akTargetRef.Activate(Game.GetPlayer()) EndIf Btw you had problems in script. GetScale() cannot used as parameter. It is method which can be called on reference of player which is game.getplayer(). Also return value of getscale() is float not objectreference.
  9. You haven't included scripts so created it again but no success. Quest inits, but items don't appear. Sorry, don't have more ideas what can be a problem. Yes you can make items constructible on chemstation. Check constructible object category in CK. creating them is easy and intuitive, just how other consturctible objects.
  10. it won't work that way. I can suggest you correct solution but don't get what that script should do as it has lot mistakes. Can you explain idea behind it?
  11. Yes it's possible. But you haven't provided textures so model is just invisible in ck so I cannot mess with it. Also problem probably will be that after animation is played mesh returns to start position. can you add two more states for it? One on forehead and other for over eyes. they will be called after animation call to make sure glasses stay at corrent place.
  12. So basically you want that script to run for every activated terminal object?
  13. Almost. There are syntax errors inside onitemequipped, take another look and you will see. And you need one more checking if player has goggles on eyes if isweapondrawn is false to attach goggles on forehead mod.
  14. Better. You don't need two onanimationevent event blocks. You can differentiate received events with one block and checking asEventName. Also there is better way to check keywords. Use game.getplayer().wornhaskeyword() it checks keywords of currently worn item so you won't need to check baseobject keywords. Also you should do different stuff inside onitemequipped. It should do checking with isWeaponDraw and also you should register for anim events from there. If isweapondrawn is true when item equipped you should then check which keyword player has and and do appropriate actions - Register for sheathe and attach goggles on eyes mod or if player already has goggles on eyes just register for sheathe. And so on.
  15. No it won't. It has logical and syntax problems. You cannot use "while" like that. I understand what you expect it to do but it won't run just from nowhere. I said somwewhere earlier that you need animation event which determines when character draws/sheathes weapon. IsWeapondrawn is for checking. And it should be called on player not on the armor. I'll suggest my version of the script tomorrow
  16. Yes you are right, should be this: MiscObject property PlascticFork Auto MiscObject property PlascticKnife Auto MiscObject property VTecLunchbox Auto Bool property isSilent Auto Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.AddItem(PlascticFork, 1, isSilent) akTarget.AddItem(PlascticKnife, 1, isSilent) akTarget.AddItem(VTecLunchbox, 1, isSilent) endEvent
  17. You miss nothing :D really. Everything seems correct. Can you just add debug.notification() after OnInit? to make sure that quest runs when you load game. LeveledItem[] Property NeededLeveledLists Auto Armor[] Property Suits Auto Int Property iLevel Auto Int Property iCount Auto Event OnInit() debug.notification("quest inited") int i = 0 int j = 0 while (i < NeededLeveledLists.length) while (j < Suits.length) NeededLeveledLists[i].AddForm(Suits[j],iLevel,iCount) j+=1 endwhile i+=1 endwhile endevent You should get notification on upper left corner when you load the game
  18. Yes I mean you should add only LLI_Vendor_Clothes_Any_Basic to the NeededLeveledLists on the script's Property Form, and not VL_Vendor_Clothing. That's because VL_Vendor_Clothing contains only leveled lists not items. I will try to explain how script works for you to understand better what's hapenning. When quest is inited, script takes i-th leveled list from neededleveledlists property and adds j-th Armor into it. i and j both equal to zero at start but they will be incremented by 1 and run again until i is less than total count of items in NeededLeveledLists.
  19. Wait, that is leveled list containing other leveled lists. You don't need to add it in neededleveledlists, in properties of script. Add there only leveled lists which contain items.
  20. Hmm, Chance None for LLI_Vendor_Clothes_Any_Basic equals to 0. So I think any item added to it via script will have 0% chance to not appear. Also where have you seen that 60% option?
  21. It's not compiling, I'm getting some no output generated error and nothing's showing up under properties... I don't know, maybe modding just isn't for me. Like seriously, how f***ing far will I even get if I can't even make a simple script? I appreciate the help anyway though so thanks for that, but I think I'm in over my head... It's my fault. The form is called MiscObject not MiscItem. Try this: MiscObject property PlascticFork Auto MiscObject property PlascticKnife Auto MiscObject property VTecLunchbox Auto Bool property isSilent Auto Event OnEffectStart(Actor akTarget, Actor akCaster) Game.GetPlayer().AddItem(PlascticFork, 1, isSilent) Game.GetPlayer().AddItem(PlascticKnife, 1, isSilent) Game.GetPlayer().AddItem(VTecLunchbox, 1, isSilent) endEvent
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