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xab666

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  1. Computer programming 101. IF < --- is the statement is true (or == 1) this will execute everything in the IF block. DO THIS 1. ELSEIF <-- if Conditions are failed for the IF block (And only if failed), do this IF another condition is met DO THIS instead ELSE <-- given that IF and ELSEIF failed, do this DO THIS instead instead. endif (end of conditional statement) end (end of block) proper format is a IF, ENDIF block for EACH. I know this, because I've written the script your talking about. elseif statements will work, if you use them in a condition block like i did. that way the IF checks if you have MORE then the max ammo if you DON"T then it checks if you have the applicable weapons if not, it doesnt nothing if you DO, it gives ammo = Maxammo - current ammount then check with a differant if statement the next ammo also could: Check if has a weapon of given type short tempnum IF (player.getitemcount weapname >= 1) || (player.getitemcount weapname >= 1) || (player.getitemcount weapname >= 1) if player.getitemcount AmmoName >= maxammo ;donothing elseif player.getitemcount ammoName < maxammo set tempnum to (Maxammo - player.getitemcount ammoname) endif endif ;IF NEXT WEAPON STATEMENT because mutiple weapons use the same ammo. (assualt rifle, chinese assualt rifle, infiltrator, perferator...), you should check for possession of any of them using || (or) conditions in the IF statement. you should check if the ammo is greater then or equal to max, and only execute if not (done using the IF/ELSEIF in second part). then end the statement and staart a new IF statement. you start a NEW if statement because you actually want the script to check for every ammo type and do them all, not just the first one it succeeded with. also note that math statements MUST BE MADE within delcarations... you can't say player.additem caps001 (maxcaps - player.getitemcount caps001) it will give you Maxcaps, and ignore the itemcount. you have to use a temp variable, like tempcount. like i did in both my example scripts... set tempcount to (maxcaps - player.getitemcount caps001) player.additem tempcount I agree with fakepersonality that this would be a easier script to re-write then just alter. Yeah, I meant that, thanks for correcting me - I suck at scripting when im not actually doing it :) its all good, a script like this can be pretty daunting for somebody that fairly new to modding (the OP), mostly cause it can be long. (bethesda script is 280 lines) i would suggest only making it give one type of ammo at first (for all the weapons of that type) and test it and tweak it until it works perfectly for that ammo and then add the other types one by one. (or all at once if you found 1 easy). then you can just copy/paste the if/endif blocks and change the names of the weapons and the maxammo variables. i'd avoid doing the flicker effect until last (it runs on a gamemode block anyways). once everything else works, add the flicker, see if that breaks what worked before (happens). heres the 10mm section redone set max10mm to 150 if (player.GetItemCount Weap10mmPistol >0) || (player.GetItemCount Weap10mmPistolSilenced >0) || (player.GetItemCount Weap10mmSubmachineGun >0) || (player.GetItemCount WeapChinesePistol >0) || (player.GetItemCount WeapUniqueColAutumns10mmpistol >0)|| (player.GetItemCount WeapUniqueColAutumns10mmpistol >0) || (player.GetItemCount Weap10mmSubMachineGun >0) || (player.GetItemCount WeapUniqueZhuRongChinesePistol >0) || (player.GetItemCount WeapUniqueSydneys10mmSubGun >0) if (player.GetItemCount Ammo10mm >= Max10mm) ;Do Nothing elseif (player.GetItemCount Ammo10mm < Max10mm) set hasAmmo to player.GetItemCount Ammo10mm set giveAmmo to Max10mm - hasAmmo player.AddItem Ammo10mm giveAmmo 1 set ammoAdded to 1 endif endif notice that there are 9 weapons in the IF or statements, to cover every regular version, and every unique version. of the regular weapons available in vanilla FO3. hope that helps. good luck
  2. how many threads are you using? is it set in fallout.ini? appearntaly the game has issues with more then one? making it only use one might improve it. (change the line "bUseThreadedAI=0" to "bUseThreadedAI=1" in fallout.ini) also, for the record, I have a GT330 in my Macbook pro, which has like 100 cores, your 260 has 192 @ 576Mhz. maybe your drivers are too new? new drivers don't always increase proformence, esp. with older games. when you run the game without mods does it do that same? that would quickly elimate mods as cause..
  3. im looking for information on converting havok friendly static meshes into non-havok static meshes (collision only). I found a way to do it, but its very unreliable. currently i take a known static with a collision area approximately the same size and shape (like a pulsegrande and cyrogrendade). I open the non-havok one, and proceed to delete all the NiTriStrips, whcih removed the maps and leave the collision boundry. I then copy the other object, branch by branch, into the non-havok file this worked for several types (and allows me to avoid about 3000 lines of set posiition statements). but it didn;t work for :Nukagrenades, Cryograndes, or Stealthboys cryogrenades move the cannister propery, but the pin (or push tab) moved 90* perpendicular, and set in the middle instead of the end I moved it, but it still crashes the game (GECK shows texture error, giant triangle). i have blender, and nifskope, and autodesk 3ds max 2012(I'm downloading right now) any suggestions uses those products would be appreciated (I haven't used Autodesk 3ds before - I got a student serial, so I might as well use it) tyia
  4. Computer programming 101. IF < --- is the statement is true (or == 1) this will execute everything in the IF block. DO THIS 1. ELSEIF <-- if Conditions are failed for the IF block (And only if failed), do this IF another condition is met DO THIS instead ELSE <-- given that IF and ELSEIF failed, do this DO THIS instead instead. endif (end of conditional statement) end (end of block) proper format is a IF, ENDIF block for EACH. I know this, because I've written the script your talking about. elseif statements will work, if you use them in a condition block like i did. that way the IF checks if you have MORE then the max ammo if you DON"T then it checks if you have the applicable weapons if not, it doesnt nothing if you DO, it gives ammo = Maxammo - current ammount then check with a differant if statement the next ammo also could: Check if has a weapon of given type short tempnum IF (player.getitemcount weapname >= 1) || (player.getitemcount weapname >= 1) || (player.getitemcount weapname >= 1) if player.getitemcount AmmoName >= maxammo ;donothing elseif player.getitemcount ammoName < maxammo set tempnum to (Maxammo - player.getitemcount ammoname) endif endif ;IF NEXT WEAPON STATEMENT because mutiple weapons use the same ammo. (assualt rifle, chinese assualt rifle, infiltrator, perferator...), you should check for possession of any of them using || (or) conditions in the IF statement. you should check if the ammo is greater then or equal to max, and only execute if not (done using the IF/ELSEIF in second part). then end the statement and staart a new IF statement. you start a NEW if statement because you actually want the script to check for every ammo type and do them all, not just the first one it succeeded with. also note that math statements MUST BE MADE within delcarations... you can't say player.additem caps001 (maxcaps - player.getitemcount caps001) it will give you Maxcaps, and ignore the itemcount. you have to use a temp variable, like tempcount. like i did in both my example scripts... set tempcount to (maxcaps - player.getitemcount caps001) player.additem tempcount I agree with fakepersonality that this would be a easier script to re-write then just alter.
  5. see the DLC02 in front of every weapon name? that means it checks for the Anchorage (cleaned sim version) of each weapon. change them to their regular versions. or use "or" ( || ) also the DLC02MAX****** are global variables, you should set those to specific numbers, or make your own globals and use those instead. which you'll also need to set, otherwise they default to 0. scn pieceofscript short tempcount short maxammo begin onactivate set maxammo to 100 ;should set somewhere else if player.getitemcount ammo556mm >= maxammo ;do nothing elseif (player.getitemcount weapAssaultrifle >= 1) || (player.getitemcount weapChineseAssaultrifle >= 1) ; check if the player has a weapon that uses the ammo type set tempcount to (maxammo - player.getitemcount ammo556mm) player.additem ammo556mm tempcount endif if player.getitemcount ammo10mm >= maxammo ;do nothing elseif (player.getitemcount weap10mmpistol >= 1) || (player.getitemcount weap10mmpistolsilenced >= 1) || (player.getitemcount weap10mmsubmachinegun >= 1) Set tempcount to (maxammo - player.getitemcount ammo10mm) player.additem ammo10mm tempcount endif activate playsound OBJswitchButtonA end do that for every type of ammo you want to stock if you want it to flicker, you can write your own gamemode block too, its really not hard.
  6. 1. merchant's require apppropriate dialogue. its done by building quests. more work then just the NPC to build a quest you have to find the "Quest" tab in the object window the the GECK and left click (select new). one the first page enter the Quest name, FormID and priority (>=25). and then click ok (otherwise it resets the first page when you click the second). then open the tab labeled "Topics" you see whitespace on the elft, that says "EditorID" | "Priority" | "Display Text". right click in there, and select new. pick "GREETING" from the list (forgive me, I haven't made a Vendor is weeks, and I'm a tad rusty). type in prompt "Hi" or something similar (what you would say when first approaching somebody". and enter response text as *The first thing you want the NPC to say to you* you'll also need a GOODBYE topic, which isn't found in TOPICs but instead in Conversation (the next tab). once you've finished the greeting, you need to make a merchant diaglouge something like (from a NEW TOPIC) prompt: "Do you have anything to sell?", response text "sell?, to you? well.." now that the very bottom you see two boxes labeled "Result Script (Begin)" and "Result Script (END)" in Result Script (Begin) you need to write a script for the vendor to show the "Barter menu" e.g's for vendors showbartermenu ;abreviates to sbm shows trade menu showrepairmenu ;abreviates srm, shows repair menu for player showplasticsurgeonsmenu ; character alteration your GREETING needs to link to your NEW TOPIC by adding "NEW TOPIC" to the Greeting "Add Topics" Window middle right. also add GOODBYE (so you don't HAVE to repair). **IMPORTANT *** when you build each topic, set a condition at the both for GETISID = the reference of whoever is speaking... and set the drop box labeled "Speaker" to the NPC you want to say the dialogue. then the easy part: make a vendor container (which could have lvled item lists or whatever in it). make it a persistant reference. opent eh vendor, click the second tab (Merchant Container) and make the newly made container a linked reference. open the NPC again, and click "editbase". go to AI DATA tab, and select the services you want to provide a Armorer would have "Weapons", "Armor" and Probably "Food" and Chems", selecting all of them allows the vendor to sell back anything you sell to him. otherwise he'll only restock what fits his "selections" services allows the "ShowRepairMenu" etc (actually i don't think it does, but should select it anyways if planning to repair) 2. never done custom "Passby" dialogue before, i think its based on faction (making a character an outcast using the DLC02 would tell you, because they have a unique response if your wearing outcast power armor) good link => http://geck.bethsoft.com/index.php/Quest_and_Dialogue_Tutorial also: http://geck.bethsoft.com/index.php/How_to_script_conversation_between_two_or_more_NPCs Spawning NPCs is done by scripts. PlaceAtMe is a good one.. LocationObjectREF.PlaceAtMe SpawnedObjectREF Count(int) Distance(float) Direction(0/1/2/3) (0 = in front, 1 = behind, 2 = to left, 3 = to right) then by script you have them do what you want. (either by adding a package, or setting a quest stage up). you'll probably have to read up a little - or open the GECK and see how bethesda did it (I do that a lot) P.S. one more thing; to create a new topic, you have to right click in the "topic" selection box you open by "adding" a topic. when you go to the list to select one, click the whitespace and the option "New" should be there. thats the only way
  7. no problem, if you find you have problems getting them to spawn where you want them make sure the area is navmeshed and if that doesnt work put a "xmarkerheading" on top of the npc and make it a linked reference. it will make them stand in position. if you want them to wander around, goto to packages (another tab where factions is). and add a new one. set it to sandbox (top right) and set the various actions you want. eat, sleep, etc. this is useful if you want NPCs to wander around and use furnature (to control npc actions) and not eat your food. you can link one xmarkerheading to another and make a big loop, thats how you set up patrols for npc gaurds thanks for the kudos, and good luck
  8. the factions alreadye exist. basically here: 1. find a NPC similar to the one you want (or a leveled encounter - which usually have lvl in the name, and render as a M) 2. doubleclick it for the individual reference window, and then click edit base object in the top right. 3. change the name to something that relates to your mod. e.g. I made a mode called Eagle Rock (its a enclave base). I would call the Vendor of Armory (the Quartermaster) ERbase01Quartermaster now click ok, and it will prompt you. "form ID already exists, rename? or create new form?" make a new form (yes i believe). now. one thing to note, ERbase01Quartmaster is called the ObjectID. now, reopen the base object edit window. and click FACTIONS in the whitespace, remoe any existing factions (right click, and delete). now add (right click, and slect add, and then find it in the list). add: BrotherhoodOutcastFaction PlayerFaction FollowerFaction click ok, and place your NPCs. you can get much more complicated, but try that for now.
  9. you actually need to OPEN the NPC, and change the AI DATA tab, so that they offer the services you want. its under AI DATA. autocalc rarely works, set everything manually. if your not changing the TYPE of vendor, the above advice should work. otherwise this is pre-req otherwise if a vendor is set to sell food/drink and you sell him a gun. it wont be in his inventory (but WILL be in his vendor container) you also need to script the conversation in a quest. including a GREETING, GOODBYE, and content. the begin scripts for each type here: ShowBarterMenu x (Opens buy/sell menu, x is the discount) abr. "sbm" also: ShowRepairMenu , ShowPlasticSurgeonMenu , ShowBarberMenu
  10. I usually use factions that already exist.. so, depending on what your doing it would include "brotherhoodoutcastfaction", and "Playerfaction" that way they'll be friendly to outcasts and they're set alliances, as well as yourself. maybe "FollowerFacton" as well, just to be safe. (there is also a DLC05Followerfaction if your modding the mothership). if your using robots you can add the robot faction, called "robotfaction". playerfaction overrides hostility
  11. Thanks for the link. I was clueless about the whole Navmesh thing, so it looks like it will keep me busy for a while. I'm using an exterior area that was inaccessible in the game (surrounded by cliffs and collision markers) and my companion would disappear there too (when crossing cells i think) so maybe I can fix that as well. Thanks again. in FO3 I discovered today that you have to be careful of which scripts you run on Linked doors (w/ teleport markers). if there is a OnActivate block which prevents normal activation you can trouble yourself. I had a timer door script on every door in my Bunker (similar to Raven Rock). and when attempting to enter the Dorm, the game would freezeup and "search for solutions" removing the script instantly solved the problem (I made used the base ecvdoorsm01 to replace with). in FONV new vegas doesn't appear to suffer from this (pre 1.3, I havn't done anything with 1.3 or the 1.1 geck)
  12. I made the 'mistake' of buying 2 30GB ssd's a few years ago (like 2) for around $220 I put them in RAID0 and ran games - they worked very well, for around a year. after that they started to slow down I seriouslty doubt that increasing hard-drive bandwidth is going to increase clock rate at all. if anything it might reduce the HDD bottleneck. frankly, without TRIM support (basically file managment, which many SSD are bad at). SSD have linear ware, basically, the more you use them the more they over-write there data. overwriting a SSD can only be done a finite number of timers, and TRIM support (such as with SSD's with a SandForce Controller) is designed to manage this and prolong the life of the drive. TRIM DOES NOT SUPPORT RAID (http://en.wikipedia.org/wiki/TRIM_(SSD_command)) so basically, even if you have a TRIM ssd, and your put 2 in RAID, you can count the days until your proformence is GONE then your better off with a 7200rpm+ Hard-drive, which costs 1/4 as much. to increase clock rate you generally need to : 1. Overclock (changing multiplier or clock rate - and sometime mod voltage to compensate) 2. Alter RAM timings (as ram caches all the data your processor recieves, it can bottleneck your processor - tightening timings can help) 3. Tweak Bus Settings (also QuickPath Interconnect on Core iX series) no matter how you modify your videocard, hard-drive, mouse, keyboard, monitor or cat... it WILL NOT INCREASE THE CPU SPEED. by that same nature, my Core i7 that I overclocked to 3.8Ghz (had my SSD's) would run at 2.6Ghz after removing the SSD's and installing 8 1tb HDDs it doesnt work that way
  13. could use SetUnconscious 1/0 and make it have siezures, lol
  14. consider this, the semi-conductor revolution affected japan massively (invention of micro-electronics). in fallout, this never happened. they were still using vacuum tubes in pipboys in 2077 when the war happened. It would APPEAR the enclave vastly past this level while in hidding, so 1. Any other nation group well supplied in a shelter, could advance technology. because a group didn't posses technology before the war doesn't mean they don't in 227-80+ 2. Stealth suits appear to be more advanced then power armor. (partly my opinion) but I believe active camoflauge is much harder to achieve, and also requires a great deal of power. 3. The US fought a War in the Gohbi Desert, and even if they won (victory rifle makes it back to nevada) it made exactly how much difference?(world still got blown up) there's gaurenteed casualties in china. probably fallen Power armor suits, ripe for reverse engineering. 4. Vault-tec was an international corperation and had operations in at least canada (Vault101 rejection letter FO3)(http://fallout.wikia.com/wiki/Letter_from_Vault-Tec) Id say you have a lot of flexiblity if you can tell the story well and justify it.
  15. I just put the LSD molecule gif animation there to use it as a link for inserting an image, it works but this site doesn't like the extension or gif animations for some reason. I used to be able to insert images in messages from my hard drive. I couldn't get up past the halfway point when I had the catwalk ladder on the other side. when I get up top I can't walk in some areas. I made sure that there were no rocks clipping through anything like ladders or other objects. It seems that I had to make an collision barrier or multibounds box because the game started to slow down and choke up extremely. GECK webpage mentioned something about multibound to stop objects from redering while you can't see them to save resources. It seemed to work. The Enclave platform seemed to be the only thing to use at the moment, the Lucky 38 center platform has a half visible wall. I can't lower the Enclave platform because of the rocks and I made it larger to fit the vertwing. I believe I was having trouble before I added the multibound occlusion box. I'll play around with it. Thanks for your reply and compliment. try entirely removing the enclave platform, i bet you that will work. I tried using that object as a platform in a vault room, and its collision profile is the whole room its normally in, with 2 doorways. so it forms a huge round invisible wall around itself. thats what i was trying to explain. I've check it out, im 110% sure it's your problem... I wish i didn't have a P.O.S. macbook running win7 (no prntscrn) or id scrnshot and post it.. in order to make your design work you need to 1. either edit the collision bounds out of the .nif file for the enclave platform 2.rethink your design, specifically, maybe a ladder/hatch from under the platform so you enter INTO the invisible room i mentioned earlier. now, something constructive. check out the hooverdam visitor tower... I used that as a helipad and mountain fortress (imported letters and wrote ARMY across the circular part). I think you might find it matches well. (NVHooverDamObservationDeck) also check out (NVHooverDamTower) p.s. you know that the objects (which have meshes, .nif) have collision barriers in thier object information. this which area's around them they "take up". the enclave platform "takes up" a lot more then it looks like, image the WHOLE enclave room there, thats what it "blocks off" with its collision barrier
  16. By using a random function.. its a must in any type of computer programing.. in the GECK there is GetRandomPercent(http://geck.bethsoft.com/index.php/GetRandomPercent) randomly selects a number between 0-99 for 1-10, divide by ten in a set declaration. float number set number to getrandompercent / 10 I'm not sure it will handle rounding well however. im also not sure that on a random delay for a light it matters... anyways, use the above line in the other code, instead of seting the timer to a static number (5) set it to that set fTimer to (Getrandompercent / 10)
  17. its the lsd... I see your image, a rock juts into the stairs about 1/2 way, the collision for the rock probably crosses the stairs. turn collision on and check. (f4) moving the rock in, or setting it differantly would be your best bet. looks nice btw, good luck also should mention that the platform your using has a HUGE collision barriar and is the worst object in the game... it could be the problem as well (the platform originally from the enclave war room in RR)
  18. thanks, it still crashes. funny, I now have a similar script (broken into 3 parts) on a terminal, it works 100% of the time, and doesn't crash.... it appears equipitem pipboy doesn't work properly when called from a object script, or how i'm calling it... now i have a terminal with 3 options add/remove pipboy glove add/remove pipboy add/remove pimpboy everything works good (i even made a display bench where they sit when not equiped - xmarkers :)) I'll keep it on the terminal script for now, and if i figure out what went wrong i'll post it... for the record, using player.additem pipboy 1 player.equipitem pipboy works if used as a script in a conversation as well (its parts of doc mitchels convo when u leave). player.equipitem 1 force the item to be Unremovable until unequipitem is called, the pipboy is not a playable item by default. I've read into the game scripts. as far as i can tell it only crashes when called from a object script (both in gamemode and onactivate blocks at least). but it works fine in a terminal script, or a topic script (conversation)... weird
  19. are you asking a question or announcing a mod? if you asking a question... http://www.gameclanwebspace.com/phpnuke/modules.php?name=FAQ&myfaq=yes&id_cat=2&categories= Red: uPipboyColor=2566914303 uHUDColor=2566914303 you have to use setINIsetting uPipboyColor to 2566914303 setINIsetting uHUDColor to 2566914303 its a "console only command" goodluck
  20. I have a modified workbench, with a script to remove the pipboy (and glove) if already worn, and to give and equip the pipboy and glove otherwise. it removes and unequips the pipboy fine (except the missing arm piece... is there a way to remove/requip armor without knowing what the actor is wearing?). the script gives the pipboy and glove back fine, but when the pipboy equip runs it crashes (ive removed parts and recompiled to narrow it down - removing the player.equip pipboy 1 0 doesnt cause the game to crash). heres the script: Scn PipboybegoneScript short haspipboy begin gamemode if (player.getequipped pipboy >= 1) set haspipboy to 1 pipboymarker.disable endif if (player.getequipped pipboy == 0) set haspipboy to 0 pipboymarker.enable endif end begin onactivate if isactionref player if haspipboy == 1 player.unequipitem pipboy player.unequipitem pipboyglove player.removeitem pipboy 1 player.removeitem pipboyglove 1 elseif haspipboy == 0 player.additem pipboy 1 player.additem pipboyglove 1 player.equipitem pipboy 1 0 player.equipitem pipboyglove ResetPipBoyManager ShowMessage CGTutorialPipboy endif endif end is there another way to equip the pipboy? or any idea why its crashing... thanks
  21. Im not exactly sure what the problem is, are you saying the water isnt deep enough? all the placeable water i've used it 'infinitely' deep, meaning everything below the plane of the water is underwater. check the angles of the object (the water in the 3d tab), make sure its flat (rotation 0,0,0) and adjust form there... if you manage to disect a curve of the cave floor with the water and make a "pool" in game you should be able to swin down, despite the fact the GECK shows it as very thin (like 1 unit thick). make sure to add every object that'll draw a LOS to the water into the "reflected" section for the water, and anything underneath/breaking the surface to the "refracted" tab as well. the Cell Data also has information for water, including the Level, and Type. i built a submarine pen, using VULBathhouseWater, and it worked great. only issue is things only scale to 10, so one piece isn't big enough for me to do the entire pen. i have about 150-200 objects refracted/reflected by the water. (and im not sure if I can reflect a portal instead of every object within the room). I currently have an issue where the water doesnt render whe viewed from certain angles - im still working on this (i think its releated to roombounds)
  22. I think those are psd and nif files no? nif files are 3d models which can be directly imported into the geck. what youll do is go to the object window and find a vault door (VDoorSliding02 would be the one) and edit it, change the name to VDoorSlidingXXXXX where XXXXX is whatever you want (you can make the whole name whatever you want, just remeber it). IMPORTANT*****then make SURE your nif models are in the default Fallout directory, in the meshes folder.****** in the new door you created, go to edit again, and select Model, navagate to your vault74.nif or whatever, and select that. it should show the proper textures. if the textures are not correct (giant red triangle with exclaimation mark), you need to download NIFskope and manually rename the texture paths. (hopefully it works to begin with). texture files are .dds with fallout by default, you can use photoshop to edit/convert .psd files though.
  23. you need to edit fallout.ini to include the Fallout3 resource files as mandatory in New Vegas. assuming you own both games. it has bugs, and you may need to re-script certain quests, like v101. or download a mod like http://newvegasnexus.com/downloads/file.php?id=40835
  24. heres an improved easier script, put this on the switch and make it a linked reference to a XMARKER, then set the generator sound and the light as enable children (select the xmarker as an enable parent of each object). to start the lights on set each object (children) to "Set enable state to opposite of parent' and disable the xmarker to begin with. scn MyLightSwitchScript short on ref MyLink begin GameMode ; this is always running when loaded, so if on == 1 or 0 it changes accordingly. Set mylink to GetLinkedRef if on == 1 mylink.enable ; this enables the xmarker, and through the enable relationship, its children endif if on == 0 mylink.disable endif end begin onactivate ; this block runs when the player activates the object (flicks the switch in this case) if Isactionref Player == 1 ; ONLY if the player flicks the switch if on == 0 ; if its already OFF, default set on to 1 elseif on == 1 ; if on is already set to 1 set on to 0 endif activate ; play the switch animation endif end this script doesnt need persistant references on the light object or generator sound. though it never hurts. i learn more everyday :)
  25. that is proper syntax, the 1 afterwords flags wether to inform the player (the messagebox in the top left when the item is removed/added) (http://geck.bethsoft.com/index.php/RemoveItem) My point is that the GECK doesn't always handle math stated as Variable1*scalar as a multiplication function, and sometimes reads ONLY variable1. in this case you have to do the multiplication using SET, thats all. I just wanted to share that, as it caused me a minor headache
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