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FaultyFalcon

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Everything posted by FaultyFalcon

  1. How can one set a global dynamic marker objectreference? What i am trying to do is make a workshop placeable marker that dead NPC's can be sent to. Any help would be much appreciated.
  2. TummaSuklaa, I did do what was suggested in my other post. That didn't work either. I decided to try it a different way, I posted the code to show that there is nothing wrong with it. The problem is not with the code, but with my Fallout 4 setup (I think). Just need a pointer in the right direction as to where the problem might lie. From reading other posts i have tried modifying the configuration files, tried creating an archive file. I can browse the menu that i have created in game, but it will not execute the script. So, that brings me back to my original statement -- I am at a loss as to why it is not working.
  3. I have a papyrus fragment attached to a terminal menu item that is not executing. It compiles with no problems. The code is listed below. const ScriptName Fragments:Terminals:TERM__FaultysMenu_Cheater_Co_01007A0F extends Terminal hidden ;-- Properties --------------------------------------FormList Property p_fl_MyCompList AutoMiscObject Property p_c_Acid AutoMiscObject Property p_c_Adhesive AutoMiscObject Property p_c_Aluminum AutoMiscObject Property p_c_AntiBallisticFiber AutoMiscObject Property p_c_Antiseptic AutoMiscObject Property p_c_Asbestos Auto ;-- Variables --------------------------------------- ;-- Functions --------------------------------------- Function Fragment_Terminal_04(ObjectReference akTerminalRef)Game.GetPlayer().AddItem(p_c_Aluminum as Form, 100, False)EndFunction Function Fragment_Terminal_05(ObjectReference akTerminalRef)Game.GetPlayer().AddItem(p_c_AntiBallisticFiber as Form, 100, False)EndFunction Function Fragment_Terminal_02(ObjectReference akTerminalRef)Game.GetPlayer().AddItem(p_c_Acid as Form, 100, False)EndFunction Function Fragment_Terminal_06(ObjectReference akTerminalRef)Game.GetPlayer().AddItem(p_c_Antiseptic as Form, 100, False)EndFunction Function Fragment_Terminal_07(ObjectReference akTerminalRef)Game.GetPlayer().AddItem(p_c_Asbestos as Form, 100, False)EndFunction Function Fragment_Terminal_03(ObjectReference akTerminalRef)Game.GetPlayer().AddItem(p_c_Adhesive as Form, 100, False)EndFunction I am at a loss as to why it is not working.
  4. For anyone that can help. I am trying to call a function from a script file that i have created. The script file has the following code so far: Scriptname FaultysMenu_Components MiscObject Property MyComponent Auto constBool Property MyComponents Auto constActor Property PlayerREF Auto constFormList Property MyCompList Auto const Function AddComponents() If MyComponents == TrueInt iIndex = MyCompList.GetSize()While iIndexiIndex -= 1PlayerREF.AddItem(MyCompList.GetAt(iIndex), 100, True)EndWhileElsePlayerRef.AddItem(MyComponent, 100, True)EndIF EndFunction I am trying to access this function from a terminal menu item. My question is 1. Is the above code viable?2. What is the required syntax to attach the above function to the terminal menu item?
  5. So one way to do this would be to setup a quest use the registerfordistancelessthanevent function, and then use the ondistancelessthan event to do whatever it is i would need to do. I think it is starting to click for me.
  6. Thanks for the information, any and all information will be helpful. My problem is that Besthdas process has not yet clicked, and I am not talking about papyrus it is the CK. For example: as a player when i walk up to a container there is a popup that has the options of take or transfer. In the CK what triggers that event to happen. I can't seem to find it, maybe I did but did not know what i was looking at. Something as simple as that should not be that hard to find one would think. It just seems that CK is not all that neat and tidy. Just wandering do you guys use the CK or FO4edit?
  7. Looking for a basic understanding of what the mechanics of Fallout 4 are and how those mechanics are manipulated thru the Creation Kit. I am already familiar with object oriented programming have been doing it since it became available for visual basic. I have already looked at all of the articles on the creation kit wiki and watched a few tutorials. In other words if you were the game architect and you were presenting this to programmers, they would want to know how all the objects would interact with each other.
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