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Xena95

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  1. Hi uhmattbravo, Thank's for your reply, I tried using 'playgroup' but function 'open' and 'close' does not appear to be a valid AnimGroup as GECK rejects the script. I found a work around by activating the activator upon activation of the activator and then activating the activator again upon opening the container to complete the animation cycle. I also had utilize a timer to prevent the container opening before the 'open' animation had completed. The only problem was the activation sound was duplicated due to there being two references with the same model activating at the same time, so the moved the second reference (the primary container) to a cell not accessible to the player. It's a long work around to get an activator to function the same a container but it replicates it behavior perfectly. This is a dynamic container that calls the contents of multiple containers upon opening and then restores the previous state of the containers upon closing, I will include the script for anyone that may be interested. ScriptName MHSCPTFirstAidKitActivator00 int FirstAidKit int MHREFRFirstAidKitActivator00Activated float MHREFRFirstAidKitActivator00Timer Begin OnActivate MHREFRFirstAidKitActivator00.Activate set MHREFRFirstAidKitActivator00Activated to 1 End Begin GameMode if MHREFRFirstAidKitActivator00Activated == 1 if MHREFRFirstAidKitActivator00Timer > 0.37 set MHREFRFirstAidKitActivator00Timer to 0 set MHREFRFirstAidKitActivator00Activated to 0 MHREFRFirstAidKit01.RemoveAllItems MHREFRFirstAidKitContainer00 MHREFRFirstAidKit02.RemoveAllItems MHREFRFirstAidKitContainer00 MHREFRFirstAidKit03.RemoveAllItems MHREFRFirstAidKitContainer00 MHREFRFirstAidKitContainer00.Activate Player else set MHREFRFirstAidKitActivator00Timer to MHREFRFirstAidKitActivator00Timer + GetSecondsPassed endif endif End Begin OnOpen MHREFRFirstAidKitActivator00.Activate End Begin OnClose set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Radaway MHREFRFirstAidKitContainer00.RemoveItem Radaway FirstAidKit 1 MHREFRFirstAidKit01.AddItem Radaway FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount RadX MHREFRFirstAidKitContainer00.RemoveItem RadX FirstAidKit 1 MHREFRFirstAidKit01.AddItem RadX FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Stimpak MHREFRFirstAidKitContainer00.RemoveItem Stimpak FirstAidKit 1 MHREFRFirstAidKit01.AddItem Stimpak FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Morphine MHREFRFirstAidKitContainer00.RemoveItem Morphine FirstAidKit 1 MHREFRFirstAidKit02.AddItem Morphine FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Buffout MHREFRFirstAidKitContainer00.RemoveItem Buffout FirstAidKit 1 MHREFRFirstAidKit02.AddItem Buffout FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Jet MHREFRFirstAidKitContainer00.RemoveItem Jet FirstAidKit 1 MHREFRFirstAidKit02.AddItem Jet FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Mentats MHREFRFirstAidKitContainer00.RemoveItem Mentats FirstAidKit 1 MHREFRFirstAidKit02.AddItem Mentats FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount MS09UltraJet MHREFRFirstAidKitContainer00.RemoveItem MS09UltraJet FirstAidKit 1 MHREFRFirstAidKit02.AddItem MS09UltraJet FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount MS15Mentat01 MHREFRFirstAidKitContainer00.RemoveItem MS15Mentat01 FirstAidKit 1 MHREFRFirstAidKit02.AddItem MS15Mentat01 FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount MS15Mentat02 MHREFRFirstAidKitContainer00.RemoveItem MS15Mentat02 FirstAidKit 1 MHREFRFirstAidKit02.AddItem MS15Mentat02 FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount MS15Mentat03 MHREFRFirstAidKitContainer00.RemoveItem MS15Mentat03 FirstAidKit 1 MHREFRFirstAidKit02.AddItem MS15Mentat03 FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Psycho MHREFRFirstAidKitContainer00.RemoveItem Psycho FirstAidKit 1 MHREFRFirstAidKit02.AddItem Psycho FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Bloodpack MHREFRFirstAidKitContainer00.RemoveItem Bloodpack FirstAidKit 1 MHREFRFirstAidKit03.AddItem Bloodpack FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount CaveFungus MHREFRFirstAidKitContainer00.RemoveItem CaveFungus FirstAidKit 1 MHREFRFirstAidKit03.AddItem CaveFungus FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount MS04FireAntNectar MHREFRFirstAidKitContainer00.RemoveItem MS04FireAntNectar FirstAidKit 1 MHREFRFirstAidKit03.AddItem MS04FireAntNectar FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount AntNectar MHREFRFirstAidKitContainer00.RemoveItem AntNectar FirstAidKit 1 MHREFRFirstAidKit03.AddItem AntNectar FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount AntQueenPheromones MHREFRFirstAidKitContainer00.RemoveItem AntQueenPheromones FirstAidKit 1 MHREFRFirstAidKit03.AddItem AntQueenPheromones FirstAidKit 1 End
  2. Greetings FO3 community I am having some trouble getting an activator animation to work, The activator opens a first aid container with the same model as the activator; that being the default first aid model. The problem is the animation dosen't play on the activator as is would on the container. I would like to get the activator to play the same animation as the container when opening and closing. Upon Activate: Open animation Upon Deactivate: Close animation ScriptName MHSCPTFirstAidKitActivator00 Begin OnActivate MHREFRFirstAidKitContainer00.Activate Player 0 End There is also a script attached to the container ScriptName MHSCPTFirstAidKitContainer00 int FirstAidKit Begin OnOpen MHREFRFirstAidKit01.RemoveAllItems MHREFRFirstAidKitContainer00 MHREFRFirstAidKit02.RemoveAllItems MHREFRFirstAidKitContainer00 MHREFRFirstAidKit03.RemoveAllItems MHREFRFirstAidKitContainer00 End Begin OnClose set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Radaway MHREFRFirstAidKitContainer00.RemoveItem Radaway FirstAidKit 1 MHREFRFirstAidKit01.AddItem Radaway FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount RadX MHREFRFirstAidKitContainer00.RemoveItem RadX FirstAidKit 1 MHREFRFirstAidKit01.AddItem RadX FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Stimpak MHREFRFirstAidKitContainer00.RemoveItem Stimpak FirstAidKit 1 MHREFRFirstAidKit01.AddItem Stimpak FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Morphine MHREFRFirstAidKitContainer00.RemoveItem Morphine FirstAidKit 1 MHREFRFirstAidKit02.AddItem Morphine FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Buffout MHREFRFirstAidKitContainer00.RemoveItem Buffout FirstAidKit 1 MHREFRFirstAidKit02.AddItem Buffout FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Jet MHREFRFirstAidKitContainer00.RemoveItem Jet FirstAidKit 1 MHREFRFirstAidKit02.AddItem Jet FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Mentats MHREFRFirstAidKitContainer00.RemoveItem Mentats FirstAidKit 1 MHREFRFirstAidKit02.AddItem Mentats FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount MS09UltraJet MHREFRFirstAidKitContainer00.RemoveItem MS09UltraJet FirstAidKit 1 MHREFRFirstAidKit02.AddItem MS09UltraJet FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount MS15Mentat01 MHREFRFirstAidKitContainer00.RemoveItem MS15Mentat01 FirstAidKit 1 MHREFRFirstAidKit02.AddItem MS15Mentat01 FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount MS15Mentat02 MHREFRFirstAidKitContainer00.RemoveItem MS15Mentat02 FirstAidKit 1 MHREFRFirstAidKit02.AddItem MS15Mentat02 FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount MS15Mentat03 MHREFRFirstAidKitContainer00.RemoveItem MS15Mentat03 FirstAidKit 1 MHREFRFirstAidKit02.AddItem MS15Mentat03 FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Psycho MHREFRFirstAidKitContainer00.RemoveItem Psycho FirstAidKit 1 MHREFRFirstAidKit02.AddItem Psycho FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Bloodpack MHREFRFirstAidKitContainer00.RemoveItem Bloodpack FirstAidKit 1 MHREFRFirstAidKit03.AddItem Bloodpack FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount CaveFungus MHREFRFirstAidKitContainer00.RemoveItem CaveFungus FirstAidKit 1 MHREFRFirstAidKit03.AddItem CaveFungus FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount MS04FireAntNectar MHREFRFirstAidKitContainer00.RemoveItem MS04FireAntNectar FirstAidKit 1 MHREFRFirstAidKit03.AddItem MS04FireAntNectar FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount AntNectar MHREFRFirstAidKitContainer00.RemoveItem AntNectar FirstAidKit 1 MHREFRFirstAidKit03.AddItem AntNectar FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount AntQueenPheromones MHREFRFirstAidKitContainer00.RemoveItem AntQueenPheromones FirstAidKit 1 MHREFRFirstAidKit03.AddItem AntQueenPheromones FirstAidKit 1 End Any help would be much appreciated
  3. Hi everyone, I accidentally deleted a script using FO3Edit and lost all my back-ups due to a system reload ): I was wondering if anyone knows of a way to decompile scripts compiled in the GECK? I'm using FO3Edit to view the compiled result.
  4. Thanks heaps man, that's exactly what i needed (: MyCarREF.do 300 I finally finished my upload.. this is what I've been working on Have a gander if you like https://www.nexusmods.com/fallout3/mods/22095/?
  5. Hi everyone, I'm trying to make a script that triggers a car explosion in fallout 3 Any Idea's?
  6. Just had an idea.. What about if i get the "Item Text" to trigger an activator which runs a script that opens a message box with buttons Would that work in MenuMode?
  7. Works fine with the 'removeallitems' command itself, but i want a 'Message Box' to provide confirmation before removing all items from the container Is their anyway to make this work with a ' Message Box' and buttons?
  8. Hey man, Just seen your topic.. don't know if your still working on this project but if you are, May i suggest.. 1. Load up the .esm file you would like to modify into the GECK 2. Before making ANY changes, press the save button in the GECK 3. Name your new save file in accordance to the .esm file (Master file), Eg. ZetaPlugIn.esp 4. Exit the GECK 5. Load your new save file (ZetaPlugIn.esp) in to the GECK and select "Set as Active File" 6. Make your desired changes 7. Don't forget to load your new save file (ZetaPlugIn.esp) into the game.. to do this Open "Fallout Mod Manager (FOMM)" and make sure the check-box is checked next to your new save file (ZetaPlugIn.esp) When you save a ESM (Master File) with the GECK it will save it as a ESP (Plug-in File) initially this file will be empty but the GECK will flag the ESP file with a Master (In this case the master file will be Zeta.esm) Any changes you make in the ESP file will override the values in the master file.. So you should never have to directly modify a master file. FO3Edit is a great tool and it allows you to View, Modify and Compare a Plug-In file with a Master file ... Very useful, However most modding is done in the GECK.
  9. Greetings, I am currently working on a plug-in for a mod, and I'm having quite a bit of trouble getting one of the most simplistic components to work. Scripting in terminals.. For some reason scripts seem to behave differently in terminals, This is what i want the script to do.. Stage 1: Display a 'Message Box' (when 'Item Text' is selected vir a 'Sub-Menu in a 'Terminal') with a Yes and No button. Stage 2: If Yes is selected; Remove all Items from a container (If No is selected; Do nothing) Sounds simple right? I just can't get it to work, maybe someone can guide me in the right direction. Script as follows.. (This is a 'Item Result Script', so no 'GameBlocks' are required to my knowledge) ______________________________________________________________________________________ Short buttonVar showmessage TerminalMessage01 set buttonVar to getbuttonpressed if buttonVar == 0 TerminalContainer.removeallitems elseif buttonVar == 1 ; Do nothing endIf ______________________________________________________________________________________
  10. It works (: Thanks to some advice courtesy of uhmattbravo I still don't understand why i can only set a variable once in a terminal script, however this is no longer relevant. Solution... Scn TerminalSubMenu1SCRI If getStage TerminalSubMenu1QUES == 20 ShowMessage TerminalMessage02 endIf If getStage TerminalSubMenu1QUES < 10 SetStage TerminalSubMenu1QUES 10 endIf If getStage TerminalSubMenu1QUES == 10 ShowMessage TerminalMessage01 SetStage TerminalSubMenu1QUES 20 endIf Cheers for your input FrankFamily (:
  11. Legend! Using Quest Stages to store variables works like a charm. I still don't understand why i can only set a variable once in a terminal script, however this is no longer relevant. Solution... Scn TerminalSubMenu1SCRI If getStage TerminalSubMenu1QUES == 20 ShowMessage TerminalMessage02 endIf If getStage TerminalSubMenu1QUES < 10 SetStage TerminalSubMenu1QUES 10 endIf If getStage TerminalSubMenu1QUES == 10 ShowMessage TerminalMessage01 SetStage TerminalSubMenu1QUES 20 endIf Thanks a million uhmattbravo
  12. Doesn't seem to work without the additional 1, In fact i think the only reason it dose work with the additional 1 is because the script is only valid unto DoOnce is set to 1 1.. After that nothing else runs before or after the "Set DoOnce 1 1" Command I'm not using any GameBlocks maybe that has something to do with it? The reason why I'm not using another terminal menu instead of a message box, is because i cant Set a DoOnce variable to a 'Terminal Menu Item'
  13. Okay so i got the First Part to work.. Having trouble with the Second Part. Not sure what effect this has but it's seems to fix the initial problem: Set DoOnce to 1 1 ; or Set DoOnce to 1 DoOnce ________________________________________________________________________________________________________________ ; So... Set DoOnce to 1 DoOnce ; or Set DoOnce to 1 1 ; Returns the value of 1 meaning 'TRUE' ________________________________________________________________________________________________________________ ; So... That means.. Set DoOnce to 1 DoOnce ; or Set DoOnce to 1 1 ; Equals Set DoOnce to 1 "TRUE' Hope this helps for anyone else that runs into this problem. ________________________________________________________________________________________________________________ Now for the Second Part of my Script.. Need some help. I'm trying to show a Different message after 'DoOnce' has been set to "TRUE" Having trouble however.. ________________________________________________________________________________________________________________ ; First Part Short DoOnce If DoOnce == 0 ShowMessage TerminalMessage01 Set DoOnce to 1 1 endIf ; Second Part If DoOnce == 1 ShowMessage TerminalMessage02 endIf ________________________________________________________________________________________________________________
  14. Okay so i got the First Part to work.. Having trouble with the Second Part. Not sure what effect this has but it's seems to fix the initial problem: Set DoOnce to 1 1 ; or Set DoOnce to 1 DoOnce ________________________________________________________________________________________________________________ ; So... Set DoOnce to 1 DoOnce ; or Set DoOnce to 1 1 ; Returns the value of 1 meaning 'TRUE' ________________________________________________________________________________________________________________ ; So... That means.. Set DoOnce to 1 DoOnce ; or Set DoOnce to 1 1 ; Equals Set DoOnce to 1 "TRUE' Hope this helps for anyone else that runs into this problem. ________________________________________________________________________________________________________________ Now for the Second Part of my Script.. Need some help. I'm trying to show a Different message after 'DoOnce' has been set to "TRUE" Having trouble however.. ________________________________________________________________________________________________________________ ; First Part Short DoOnce If DoOnce == 0 ShowMessage TerminalMessage01 Set DoOnce to 1 1 endIf ; Second Part If DoOnce == 1 ShowMessage TerminalMessage02 endIf ________________________________________________________________________________________________________________
  15. Cheers for the help man. Didn't work unfortunately.. completely ignores the 'if' statement for some reason.
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