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AlexScorpion

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Everything posted by AlexScorpion

  1. oh ... that lol i always use [ codebox ] lalala [/codebox ] "without spaces" you can also press reply on any of my posts with code in it and you'll see how it's done
  2. damn .. my menu gets completely messed up when i multiple conditions on more than one button scn AlexSquadRadioScript int ibutton Short toMany Begin OnEquip showmessage 1SquadSummonMenu end Begin GameMode set ToMany to 0 set iButton to GetButtonPressed if iButton == -1 ;noone knows what it means return endif if iButton == 0 ;cancel the menu playsound WPNAlienBlasterFire2D endif if iButton == 1 && AlexSquadToManySummoned > 2 ;checking if there are more than 2 troops present showmessage AlexToManyTroopsPresent else set AlexSquadDismis to 0 ;summon the squad placeatme AlexSquadVertibird 1 set AlexSquadToManySummoned to 3 endif if iButton == 2 && AlexSquadToManySummoned < 0 ;checking if there are any troops present showmessage AlexThereIsNobododytoDismissmessage else set AlexSquadDismis to 1 ;Dismiss the squad PlaceAtMe AlexSquadVertibird 1 endif end
  3. thanks ... i'll try that no lol .. not the xhtml lol the NVSE form list thing
  4. it's begin GameMode anyway ... the code from your last post workerd had to alter it a bit but it worked .... so since i switched to fose again and form lists again i'm getting new ideas ... say if would want them to upgrade their weapons after they had scored enough points by killing the enemies ... could i controll something like that by a quest ???
  5. i've added this to my trooper script scn AlextrooperTrooperAssaultScript Ref rWeaponRef Int FormListIndex begin gamemode ;forcing equip a weapon by menu ;=========================== if AlexSquadweaponchange == 0 Set FormListIndex to AlexLoudWeaponsList elseif AlexSquadweaponchange == 1 Set FormListIndex to AlexSilentWeaponsList endif Set rWeaponRef to ListGetNthForm AlexAllWeaponsList FormListIndex If getequipped rWeaponRef == 0 && getdead == 0 additem rWeaponRef 1 1 equipitem rWeaponRef 0 1 endif any idea .. why it doesn't work ..? thanks
  6. yes .. i think that i will need to use NVSE .. again ... oh i see the users bashing my mod allready lol but on the bright side .. i can get rid of those begin on equip menus ( helmets , glasses0 so .. could you give me a short example of how such a script should look like ?
  7. another bump : how to force an actor not to pick up a stronger weapon or any other weapon if he finds it ??? and is there any way to force equip a weapon on actor from form list rather than by spec. ref??? thanks
  8. thanks i've been able to solve the puzzle yesterday .. it looks a lot like yours the scripts still need to be adjusted .. i need to add a couple of conditions to them .. but in general they are working like they should the summon and dismiss menu script for vertibird scn AlexSquadRadioScript int ibutton Begin OnEquip showmessage 1SquadSummonMenu end Begin GameMode set iButton to GetButtonPressed if iButton == -1 ;noone knows what it means return elseif iButton == 0 ;cancel the menu playsound WPNAlienBlasterFire2D elseif iButton == 1 && AlexSquadToManySummoned > 2 ;summon the squad showmessage AlexToManyTroopsPresent return else set AlexSquadDismis to 0 placeatme AlexSquadVertibird 1 set AlexSquadToManySummoned to 3 endif endif elseif iButton == 2 ;Dismiss the squad set AlexSquadDismis to 1 PlaceAtMe AlexSquadVertibird 1 endif end the vertibird script scn AlexSquadSummonVertibird short active ref landingMarker begin onLoad if active == 0 playgroup forward 0 set active to 1 endif end begin OnActivate if IsActionRef player == 0 ; assume this is my reference marker set landingMarker to GetActionRef ; move soldier drop-off markers FFEDropOffMarkerA.moveto landingMarker 0 -75 0 FFEDropOffMarkerB.moveto landingMarker 0 75 0 endif end begin gameMode if active == 1 if isanimplaying forward == 0 ; landed -- drop off troopers if we have a landing marker if getDestroyed == 0 if landingMarker != 1 if AlexSquadDismis == 1 set AlexSquadDisableSniper to 1 set AlexSquadDisableSupport to 1 set AlexSquadDisableAssault to 1 set AlexSquadToManySummoned to -1 elseif AlexSquadDismis == 0 placeatme AlexSquadSniper 1 placeatme AlexSquadAssault 1 placeatme AlexSquadSupport 1 endif endif playgroup backward 0 endif set active to 2 endif elseif active == 2 if isanimplaying backward == 0 set active to 3 markfordelete endif endif end the command menu script: scn AlexSquadCommandsScript int ibutton Begin OnEquip showmessage AlexSquadCommandMessage end Begin GameMode set iButton to GetButtonPressed if iButton == -1 ;noone knows what it means return elseif iButton == 0 ;cancel the menu playsound WPNAlienBlasterFire2D elseif iButton == 1 ;Make your Squad use silenced weapons set AlexSquadweaponchange to 1 elseif iButton == 2 ;make your squad use regular weapons set AlexSquadweaponchange to 0 endif end the result script for the troopers looks like this now scn AlextrooperTrooperAssaultScript begin gamemode ;forcing equip a weapon by menu ;=========================== if AlexSquadweaponchange == 1 && getequipped AlexSilentSMG == 0 && getdead == 0 removeitem AlexAssaultCarbine 1 1 additem AlexSilentSMG 1 1 equipitem AlexSilentSMG 0 1 else return endif elseif AlexSquadweaponchange == 0 && getequipped AlexAssaultCarbine == 0 && getdead == 0 removeitem AlexSilentSMG 1 1 additem AlexAssaultCarbine 1 1 equipitem AlexAssaultCarbine 0 1 else return endif ;Forcing actor to go into sneaking mod if player is sneaking ;================================ if player.IsSneaking == 1 SetForceSneak 1 else SetForceSneak 0 endif ;by dismissing the current squad you're resetting the restriction on summoning more troops ;========================================================================== if AlexSquadDisableAssault > 0 set AlexSquadDisableAssault to AlexSquadDisableAssault -1 Disable MarkForDelete endif end ;if one soldier died you will be able to summon another to replace him ;========================================================= Begin OnDeath set AlexSquadToManySummoned to (AlexSquadToManySummoned - 1) endif end
  9. thanks ... i'm not against NVSE but i won't use untill it's really needed ... i was able to make some working scripts so you can ignore everything posted above bump again now i'm trying to make my squad switch weapons on command and have no luck :( i've set up a global variable so that id the variable == 0 equip weapons 1 and if variable > 0 equip weapons 2 i have to scripts running 1 menu based and the other is attached to a trooper it looks like this the variable is at the bottom of the trooper script scn AlexSquadCommandsScript int ibutton Begin OnEquip showmessage AlexSquadCommandMessage end Begin GameMode set iButton to GetButtonPressed if iButton == -1 ;noone knows what it means return elseif iButton == 0 ;cancel the menu playsound WPNAlienBlasterFire2D elseif iButton == 1 ;Make your Squad use silenced weapons set AlexSquadweaponchange to 1 elseif iButton == 2 ;make your squad use regular weapons set AlexSquadweaponchange to 0 endif end scn AlextrooperTrooperAssaultScript begin gamemode ;by dismissing the current squad you're resetting the restriction on summoning more troops ========================================================================== if AlexSquadDisableAssault > 0 set AlexSquadDisableAssault to AlexSquadDisableAssault -1 Disable MarkForDelete endif end ;if one soldier died you will be able to summon another to replace him ========================================================= Begin OnDeath set AlexSquadToManySummoned to (AlexSquadToManySummoned - 1) endif end Begin Gamemode if AlexSquadweaponchange == 0 equipitem AlexAssaultCarbine 1 elseif AlexSquadweaponchange > 0 equipitem AlexSilentSMG 1 endif end thanks in advance peeps
  10. well the full two scripts look like this scn CRISquadRadioTrEffectScript short button short doonce short herobutton ; 0 = nada ; 1 = Have selected button, shall summon ship begin scripteffectstart set CRISquadType to 0 if isininterior == 1 showmessage CRISquadRadioBeaconMessageIndoor player.additem CRISquadRadioTransceiver 1 else showmessage CRISquadRadioBeaconMessage set doonce to 1 endif ;Reset Squad count to Zero if CRISquadAssault < 0 set CRISquadAssault to 0 endif end begin scripteffectupdate set button to getbuttonpressed ; Cancel Button ;============= if button == 0 && doonce == 1 player.additem CRISquadRadioTransceiver 1 playsound QSTToneSequenceFail ;set doonce to 2 ;SUMMON ASSAULT SQUAD ;============== elseif button == 1 && doonce == 1 if CRISquadAssault < 6 ;Squadlimitation max. 6 units! set CRISquadAssault to (CRISquadAssault + 3) if CRISquadAssault > 8 playsound QSTToneSequenceFail showmessage CRISquadSoldierLimit set CRISquadAssault to 6 else set CRISquadType to 1 placeatme CRISquadVertibirdTransport 1 player.additem CRISquadRadioTransceiver 1 playsound CRISquadRadioSummonSoldiers endif else playsound QSTToneSequenceFail showmessage CRISquadSoldierLimit endif ;SUMMON HEAVY SQUAD ;============== elseif button == 2 && doonce == 1 ;playsound QSTToneSequenceFail ;showmessage CRISquadHeavyUnderCunstruction if CRISquadAssault < 6 ;Squadlimitation max. 6 units! set CRISquadAssault to (CRISquadAssault + 3) if CRISquadAssault > 8 playsound QSTToneSequenceFail showmessage CRISquadSoldierLimit set CRISquadAssault to 6 else ;showmessage CRISquadHeavyUnderCunstruction ;playsound QSTToneSequenceFail set CRISquadType to 2 placeatme CRISquadVertibirdTransportHeavy 1 player.additem CRISquadRadioTransceiver 1 playsound CRISquadRadioSummonSoldiers endif else playsound QSTToneSequenceFail showmessage CRISquadSoldierLimit endif ;==========================Hero Menu============================================= elseif button == 3 && doonce == 1 && CRISquadHeroOnlyOnce == 0 showmessage CRISquadRadioHeoresMessage set doonce to 2 player.additem CRISquadRadioTransceiver 1 ;If there is a hero, no heroes can be summoned ;====================================== elseif button == 3 && doonce == 1 && CRISquadHeroOnlyOnce == 1 playsound QSTToneSequenceFail player.additem CRISquadRadioTransceiver 1 showmessage CRISquadHeroesLimit ;Cancel Heromenu ;=============== elseif button == 0 && doonce == 2 ;player.additem CRISquadRadioTransceiver 1 playsound QSTToneSequenceFail ;Summon CRI Hunter ;================= elseif button == 1 && doonce == 2 playsound CRISquadRadioSummonSoldiers set CRISquadHeroType to 1 placeatme CRISquadVertibirdTransportHero 1 set CRISquadHeroOnlyOnce to 1 ;Summon Master Akayama ;===================== elseif button == 2 && doonce == 2 playsound CRISquadRadioSummonSoldiers set CRISquadHeroType to 2 placeatme CRISquadVertibirdTransportHero 1 set CRISquadHeroOnlyOnce to 1 ;==========================Hero Menu end=========================================== ;CRI Crate ;============== elseif button == 4 && doonce == 1 playsound CRISquadRadioSummonSoldiers player.additem CRISquadRadioTransceiver 1 placeatme CRISquadVertibirdTransportCrate 1 ;Dismiss SQUAD ;============== elseif button == 5 && doonce == 1 set CRISquadType to 6 placeatme CRISquadVertibirdTransport 1 player.additem CRISquadRadioTransceiver 1 set CRISquadAssault to 0 set CRISquadHeroOnlyOnce to 0 set CRISquadTeam to 0 set CRISquadAlpha to 0 set CRISquadBravo to 0 endif end begin scripteffectfinish set CRISquadDismiss to 0 ;player.additem CRISquadRadioTransceiver 1 end scn CRISquadAssaultSoldierBravoScript ;Variables ;======== short doOnceGetClothes short WeaponPercent short HeadgearPercent float timer short usingpistol ;short mk23using short setteamcountonce Begin GameMode ;setting teamcount. To spawn bravo team properly ;==================================== if setteamcountonce == 0 set CRISquadBravo to (CRISquadBravo + 1) set setteamcountonce to 1 endif ;Equipping holster if mk 23 pistol in in inventory ;======================================= if doOnceGetClothes == 0 ;Script for equipping holster which is rigged on the back ;=============================================== if getequipped CRISquadAssaultArmorMod2bravo == 1 additem CRISquadWalsterPistolSD 1 1 equipitem CRISquadWalsterPistolSD 0 1 endif if getequipped CRISquadAssaultArmorBravo == 1 additem CRISquadHolster1PistolBack 1 1 equipitem CRISquadHolster1PistolBack 0 1 endif set doOnceGetClothes to 1 endif ;======================Drug Effects===================================== ;Regeneration ;============ If CRISquadDrugEffect ==1 && CRISquadDrugEffectOnce == 1 PlayIdle 3rdP2HHStimpak if IsIdlePlaying == 1 playsound NPCHumanUsingPsycho set CRISquadDrugEffectOnce to 0 endif ;Adrenaline ;=========== elseif CRISquadDrugEffect ==2 && CRISquadDrugEffectOnce == 1 PlayIdle 3rdP2HHStimpak if IsIdlePlaying == 1 playsound NPCHumanUsingPsycho set CRISquadDrugEffectOnce to 0 endif endif ;IF there is no medic remove all drug effects ;==================================== if CRISquadMedicChosen == 0 ;IF there is no medic remove all drug effects set CRISquadDrugEffect to 3 ;On Dismmiss all Drug effects will be removed from player ;============================================== player.removespell CRISquadAdrinalineEffect player.removespell CRISquadNoDrugsEffect player.removespell CRISquadRegenEffect endif ;========================Dug Effects End==================================== ;Equipping MK23 halster ;==================== if doOnceGetClothes == 0 && getequipped CRISquadAssaultArmorMod2 == 1 additem CRISquadWalsterPistolSD 1 1 equipitem CRISquadWalsterPistolSD 0 1 elseif doOnceGetClothes == 0 && getequipped CRISquadFullTacticalMask == 1 additem CRISquadMask 1 1 equipitem CRISquadMask 0 1 endif set doOnceGetClothes to 1 ;===========Switching between AI Packages (Group Commands)==================== if GetIsCurrentPackage CRIFollowIndividualShort !=1 && GetIsCurrentPackage CRIFollowIndividualLong != 1 && GetIsCurrentPackage CRIFollowIndividualWait != 1 ;refreshes AI Packages avery 3 seconds ;=============================== if timer < 3 set timer to timer + GetSecondsPassed else ;3 seconds have passed, do something special ;Group Waiting ;============ if CRISquadFollowingDistanceGroup == 2 evp ;Group Long Distance ;================= elseif CRISquadFollowingDistanceGroup == 1 evp ;Group Long Distance ;================= elseif CRISquadFollowingDistanceGroup == 0 evp endif set timer to 0 endif endif ;If the player moved too far away and the soldier is not dead the soldier will be automaticaly moved to player ;======================================================================================== if Getdistance Player > 5000 && getdead==0 && CRISquadFollowingDistanceGroup != 2 && GetIsCurrentPackage CRIFollowIndividualWait != 1 moveto player endif ;Sneacking too if the player is sneacking ;================================ if player.IsSneaking == 1 SetForceSneak 1 else SetForceSneak 0 endif ;Dismissing the squad ;=================== if CRISquadDismiss == 1 set CRISquadMedicChosen to 0 ;On Dismmiss all Drug effects will be removed from player ;============================================== player.removespell CRISquadAdrinalineEffect player.removespell CRISquadNoDrugsEffect player.removespell CRISquadRegenEffect disable endif ;=====================Switching between AI Packages End=========================== ;Testing Squad Count. If global variable was resetet coz of reloading the game or smg it sets it back to right value. ;If Soldier is alive but globel is zero it add 1 count ;=========================================================================================== ;if CRISquadAssault ==0 ; set CRISquadAssault to (CRISquadAssault +1 ) ;endif End GameMode begin OnStartCombat ;Allows CRIs to talk to player during the battle ;==================================== SetPlayerTeammate 1 end begin ondeath ;teamcount -1 ;=============== set CRISquadBravo to (CRISquadBravo - 1) ;Squad count, as soon as CRISquadAssault is aqual 0 you may spawn squad again. ==================================================================== set CRISquadAssault to (CRISquadAssault - 1) ;As soon as medic is dead you cant hire new one ======================================= if GetEquipped CRISquadMedicArmor ==1 set CRISquadMedicChosen to 0 ;If medic dies all drug effects will be removed from player player.removespell CRISquadAdrinalineEffect player.removespell CRISquadNoDrugsEffect player.removespell CRISquadRegenEffect endif ;There is a bud in the game where the compagnons holding the weapon very strange after moving to aq new space (quick travel) ;here is the solutin. ;=================================================================================== if IsPlayerMovingIntoNewSpace == 1 evp endif end scn CRISquadVertibirdTransportAssaultScript short DoOnce short timer short hero short squad ;short Heavysquad ;short Dismiss ; The chain will be activated by setting DoOnce to 1 via a external script ; ;**************************************** Begin gameMode ;Depending on CRISquadType variable chosing the right squad to spawn. if CRISquadType == 1 ;Assault set squad to 1 elseif CRISquadType == 6 set squad to 6 endif ;linkedRef = me if (doOnce == 0) set timer to 1 set doOnce to 2 setangle x 0 setangle y 0 elseif (doOnce == 2) if (timer <= 0) if ( HasLoaded3D != 0 ) playgroup Forward 0 set doOnce to 3 endif else set timer to timer - GetSecondsPassed endif elseif (doOnce == 3) if (isAnimPlaying Forward == 0) set timer to 3 ; 3 seconds while vertibird is on ground before it enables its xmarker set doOnce to 4 endif elseif (doOnce == 4) if (timer <= 0) ;if (linkedRef.getDestroyed == 0) ; Spawn Assault Soldiers! ;===================== If squad == 1 ;Spawn Team Alpha ;==================================================== if CRISquadTeam == 0 set crisquadteam to 1 ;Squad Units limitation max. 6 if CRISquadAssault == 8 ;spawning alpha or bravo teamate depending on which is dead ;================================================== if crisquadAlpha == 2 placeatme CRISquadAssaultSoldier1 1 2 4 elseif crisquadBravo == 2 placeatme CRISquadAssaultSoldier1Beta 1 2 4 endif set CRISquadAssault to 6 ;============================================================================ elseif CRISquadAssault == 7 if crisquadAlpha == 1 && crisquadBravo == 3 placeatme CRISquadAssaultSoldier1 1 2 4 placeatme CRISquadAssaultSoldier2 1 0 4 endif if crisquadAlpha == 2 && crisquadBravo == 2 placeatme CRISquadAssaultSoldier1 1 2 4 placeatme CRISquadAssaultSoldier1Beta 1 2 4 endif if crisquadAlpha == 3 && crisquadBravo == 1 placeatme CRISquadAssaultSoldier1beta 1 2 4 placeatme CRISquadAssaultSoldier2beta 1 2 4 endif ;============================================================================= set CRISquadAssault to 6 else ;============================================================================ if crisquadAlpha == 3 && crisquadBravo == 0 placeatme CRISquadAssaultSoldier1Beta 1 2 4 placeatme CRISquadAssaultSoldier2Beta 1 0 4 placeatme CRISquadAssaultSoldier3Beta 1 1 4 endif if crisquadAlpha == 2 && crisquadBravo == 1 placeatme CRISquadAssaultSoldier1Beta 1 2 4 placeatme CRISquadAssaultSoldier2Beta 1 2 4 placeatme CRISquadAssaultSoldier1 1 2 4 endif if crisquadAlpha == 1 && crisquadBravo == 2 placeatme CRISquadAssaultSoldier1Beta 1 2 4 placeatme CRISquadAssaultSoldier2 1 2 4 placeatme CRISquadAssaultSoldier1 1 2 4 endif if crisquadAlpha == 0 && crisquadBravo == 3 placeatme CRISquadAssaultSoldier1 1 2 4 placeatme CRISquadAssaultSoldier2 1 2 4 placeatme CRISquadAssaultSoldier3 1 2 4 endif ;===== if crisquadAlpha == 2 && crisquadBravo == 0 ;placeatme CRISquadAssaultSoldier1 1 2 4 placeatme CRISquadAssaultSoldier2Beta 1 2 4 placeatme CRISquadAssaultSoldier1Beta 1 2 4 placeatme CRISquadAssaultSoldier3Beta 1 2 4 endif if crisquadAlpha == 1 && crisquadBravo == 1 placeatme CRISquadAssaultSoldier1 1 2 4 ;placeatme CRISquadAssaultSoldier2 1 2 4 ;placeatme CRISquadAssaultSoldier1Beta 1 2 4 placeatme CRISquadAssaultSoldier2Beta 1 2 4 endif if crisquadAlpha == 1 && crisquadBravo == 0 ;placeatme CRISquadAssaultSoldier1 1 2 4 ;placeatme CRISquadAssaultSoldier2 1 2 4 placeatme CRISquadAssaultSoldier1Beta 1 2 4 placeatme CRISquadAssaultSoldier2Beta 1 2 4 placeatme CRISquadAssaultSoldier3Beta 1 2 4 endif if crisquadAlpha == 0 && crisquadBravo == 1 placeatme CRISquadAssaultSoldier1 1 2 4 placeatme CRISquadAssaultSoldier2 1 2 4 placeatme CRISquadAssaultSoldier3 1 2 4 ;placeatme CRISquadAssaultSoldier2Beta 1 2 4 ;placeatme CRISquadAssaultSoldier2Beta 1 2 4 endif if crisquadAlpha == 0 && crisquadBravo == 0 placeatme CRISquadAssaultSoldier1 1 2 4 placeatme CRISquadAssaultSoldier2 1 2 4 placeatme CRISquadAssaultSoldier3 1 2 4 ;placeatme CRISquadAssaultSoldier2Beta 1 2 4 ;placeatme CRISquadAssaultSoldier1Beta 1 2 4 ;placeatme CRISquadAssaultSoldier3Beta 1 2 4 endif ;============================================================================ endif ;Spawn Team Beta ;=================================================== elseif CRISquadTeam == 1 set crisquadteam to 1 ;Squad Units limitation max. 6 if CRISquadAssault == 8 ;spawning alpha or bravo teamate depending on which is dead ;================================================== if crisquadAlpha == 2 placeatme CRISquadAssaultSoldier1 1 2 4 elseif crisquadBravo == 2 placeatme CRISquadAssaultSoldier1Beta 1 2 4 endif set CRISquadAssault to 6 ;============================================================================ elseif CRISquadAssault == 7 if crisquadAlpha == 1 && crisquadBravo == 3 placeatme CRISquadAssaultSoldier1 1 2 4 placeatme CRISquadAssaultSoldier2 1 0 4 endif if crisquadAlpha == 2 && crisquadBravo == 2 placeatme CRISquadAssaultSoldier1 1 2 4 placeatme CRISquadAssaultSoldier1Beta 1 2 4 endif if crisquadAlpha == 3 && crisquadBravo == 1 placeatme CRISquadAssaultSoldier1beta 1 2 4 placeatme CRISquadAssaultSoldier2beta 1 2 4 endif ;============================================================================= set CRISquadAssault to 6 else ;============================================================================ if crisquadAlpha == 3 && crisquadBravo == 0 placeatme CRISquadAssaultSoldier1Beta 1 2 4 placeatme CRISquadAssaultSoldier2Beta 1 0 4 placeatme CRISquadAssaultSoldier3Beta 1 1 4 endif if crisquadAlpha == 2 && crisquadBravo == 1 placeatme CRISquadAssaultSoldier1Beta 1 2 4 placeatme CRISquadAssaultSoldier2Beta 1 2 4 placeatme CRISquadAssaultSoldier1 1 2 4 endif if crisquadAlpha == 1 && crisquadBravo == 2 placeatme CRISquadAssaultSoldier1Beta 1 2 4 placeatme CRISquadAssaultSoldier2 1 2 4 placeatme CRISquadAssaultSoldier1 1 2 4 endif if crisquadAlpha == 0 && crisquadBravo == 3 placeatme CRISquadAssaultSoldier1 1 2 4 placeatme CRISquadAssaultSoldier2 1 2 4 placeatme CRISquadAssaultSoldier3 1 2 4 endif ;===== if crisquadAlpha == 2 && crisquadBravo == 0 placeatme CRISquadAssaultSoldier1 1 2 4 placeatme CRISquadAssaultSoldier2Beta 1 2 4 ;placeatme CRISquadAssaultSoldier1Beta 1 2 4 placeatme CRISquadAssaultSoldier3Beta 1 2 4 endif if crisquadAlpha == 1 && crisquadBravo == 1 placeatme CRISquadAssaultSoldier1 1 2 4 placeatme CRISquadAssaultSoldier2 1 2 4 placeatme CRISquadAssaultSoldier1Beta 1 2 4 ;placeatme CRISquadAssaultSoldier2Beta 1 2 4 endif if crisquadAlpha == 1 && crisquadBravo == 0 ;placeatme CRISquadAssaultSoldier1 1 2 4 ;placeatme CRISquadAssaultSoldier2 1 2 4 placeatme CRISquadAssaultSoldier1Beta 1 2 4 placeatme CRISquadAssaultSoldier2Beta 1 2 4 placeatme CRISquadAssaultSoldier3Beta 3 2 4 endif if crisquadAlpha == 0 && crisquadBravo == 1 placeatme CRISquadAssaultSoldier1 1 2 4 placeatme CRISquadAssaultSoldier2 1 2 4 placeatme CRISquadAssaultSoldier3 1 2 4 ;placeatme CRISquadAssaultSoldier2Beta 1 2 4 ;placeatme CRISquadAssaultSoldier2Beta 1 2 4 endif if crisquadAlpha == 0 && crisquadBravo == 0 ;placeatme CRISquadAssaultSoldier1 1 2 4 ;placeatme CRISquadAssaultSoldier2 1 2 4 ;placeatme CRISquadAssaultSoldier3 1 2 4 placeatme CRISquadAssaultSoldier2Beta 1 2 4 placeatme CRISquadAssaultSoldier1Beta 1 2 4 placeatme CRISquadAssaultSoldier3Beta 1 2 4 endif ;============================================================================ endif endif elseif squad == 6 set CRISquadDismiss to 1 set CRISquadAlpha to 0 set CRISquadBravo to 0 endif set timer to 2 ; 2 seconds before vertibird will take off set doOnce to 5 ;else ; set doOnce to 7 ;endif else set timer to (timer - GetSecondsPassed) endif elseif (doOnce == 5) if (timer <=0) if (getDestroyed == 0) playgroup backward 0 set doOnce to 6 else set doOnce to 7 endif else set timer to (timer - GetSecondsPassed) endif elseif (doOnce == 6) if (isAnimPlaying Backward == 0) && (getDestroyed == 0) disable ;disable the vertibird when it's done playing its backward animation markfordelete set doOnce to 7 endif endif End
  11. thanks for the reply .. what i meant ... was somethinmg ike this .... a vertibird comes and drops off troops .... "dismissing troops" vertibird comes and picks up troops like in this mod here http://www.fallout3nexus.com/downloads/file.php?id=5717 ... i've checked all of the scripts but i still cannot apply something like that on one NPC ... i don't get how he controlls it through variables .... nothing seems to be pointing in their direction and there are no conditions specified in the menu's
  12. I'll cut right to the chase here : I'm currently learning how to script and have been experimenting with a few things here. I'm trying to summon custom NPC's using a Vertibird. i'm done with the first part ... i've created a menubased script which let's me do just that scn 1SquadRadioScript int ibutton ref r1SquadSniper Begin OnEquip showmessage 1SquadSummonMenu end Begin GameMode set iButton to GetButtonPressed if iButton == -1 return elseif iButton == 0 playsound WPNAlienBlasterFire2D elseif iButton == 1 placeatme 1TacticalSquadVertibird 1 elseif iButton == 2 PlaceAtMe 1TacticalSquadVertibird 1 set r1SquadSniper to 0 endif Now there is a second script attached to a verbird activator with a line "placeatme 1SquadSniper 3" ...and it works fine ... but now there are two things that i cannot acomplish 1. I would like to be able to summon no more than 3 combatants ... so when there are allready 3 alive ones in scene the script would result in 0 2. How to dismiss the summoned troops ?? tried with disable and remove and GetIsID xxx => 1 remove them all but the problem is that i cannot find anywhere how to get actor count of the custom NPC's in the current scene and i cannot find a command on how to remove them And lastly .. how do you assign custom Variables to custom groups of actors ??? Thanks in Advance Alex
  13. hmmm ... i've heard that dead money wasn't that good ..... anyway .. by april there probably will be better quest mods available
  14. how about this one ? http://www.tesnexus.com/downloads/file.php?id=34743
  15. same happy 2011 to you too :)
  16. happy new year btw
  17. thanks for your thievery mod .. i've downloaded it a couple of years ago .. but played for the first time today lol ... too bad there never was a part 2 :(
  18. Merry Christmas and Happy New Year... beautiful lady :D
  19. Thank you ... same to you :)
  20. thank you ... same to you :)
  21. Hehe you.re still logging in once in a while i see méhhhhhh .how.s your new job ?
  22. lol ... nice lady ... and a modder too :D .. i wish i could get mine into it .. but she got me into university instead lol
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