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raboni

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    Skyrim

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  1. i feel so stupid that i didn't check that... it works now, thank you for the help.
  2. That is exactly what MatthiasSwagg just explained to you. the property will be: ScriptB property MyREF auto Then when you attach the script to an object reference you fill MyREF with the objectreference that you want to grab properties from. In order to get the state you would then write (e.g.) if(MyREF.bProp == true) but how do i fill MyREF with the objectreference?
  3. do they point to different forms automaticly or do i need to point it to them myself?
  4. what is a state? what i meant with state is what value the variables have (english is not my main language). i apparently still have some to learn how the papyrus works (i'm pretty new to papyrus).
  5. I'm not entirely sure what you're asking, but this is what I think you're asking: How do I reference a property from ScriptA on ObjectReference A in ScriptB on ObjectReference B? If so, here's how: Create a property in ScriptB of type ScriptA, like so: ScriptA Property ScrA Auto ; ScrA is the property name, so it may be whatever you like Then you can reference a property (say the name of the property to reference in ScriptA is called PropA) in ScriptB like so: ScrA.PropA An example of how to use it: ScriptA Propery ScrA Auto If ScrA.PropA == 0 ; do some stuff EndIf Obviously you'd need the events and such, but that's the basic idea. Is that what you were looking for? the thing is that i have alot of objects with the same script, and i need to get not just the variable but also the state it's in (true/false for boolean). if i do it like that, how do i use ScriptB in ObjectReferance B and ScriptB in ObjectReferance C while still getting two different states?
  6. noone has writen anything in 3 days so i take it there is no way to access a script property inside a object from a script in another object?
  7. That doesn't give me the variable from a specific object, it only gives the variable from the script. Is there any other ways?
  8. I've thought about that but i'm making 1 rack 6 racks per material(sword, waraxe, mace, greatsword, battleaxe, warhammer) + plaques for dagger and bow (if there is a bow of that material), so i can't use global variables.
  9. I've got it to work but have the problem that the script doesn't know when an item is on the rack. Is there any way I can get the state of the variable hasBeenTriggered in the rack script, to the container script?
  10. I didn't find any that was like i want it to be, so i'm trying to do the coding myself. I've made it take the weapons from the chest but only when im using the activator. Can you call the OnActivate event from another object (from a chest in the OnItemAdded event)?
  11. I'm trying to add weapons to weapon racks from a chest (with script), and I have no clue how to do it, if you actually can do it. Do anyone know if it's possible?
  12. It's still as when i tested it the first time, when i change it to RemoveItem(akItemReference, aiItemCount, MannequinL1) it doesn't move the item to the mannequin.
  13. I made a mannequin and script duplicate just to mess with the coding and put debug notifications and here is it:
  14. I'm making a house mod with a sorting chest that moves everything in it to different places in the house. I run into 2 problems when I do it, 1. When i use ItemReference the object doesn't move but when i use BaseItem the item is added, but then the item is still in the sorting chest. 2. When it is added to the mannequins inventory i can't make the mannequin equip it (while using EquipItem(akBaseItem)). I've searched to see if anyone else have had this problem but I can't find any. Any suggestions how to solve this? Script on sorting chest: Scriptname RABSSorter extends ObjectReference ;Variables GlobalVariable Property MannequinLBuilt Auto GlobalVariable Property MannequinRBuilt Auto ;Containers ObjectReference Property MannequinL1 Auto ObjectReference Property MannequinL2 Auto ObjectReference Property MannequinL3 Auto ;On Mannequins ;Non Armor Keyword Property VendorItemClothing Auto Keyword Property VendorItemJewelry Auto ;Normal Armor Keyword Property ArmorMaterialIron Auto Keyword Property ArmorMaterialSteel Auto Keyword Property ArmorMaterialEbony Auto Keyword Property ArmorMaterialDaedric Auto Keyword Property ArmorMaterialDragonscale Auto Keyword Property ArmorMaterialDragonplate Auto ;Guild Armor Keyword Property ArmorMaterialThievesGuild Auto Keyword Property ArmorDarkBrotherhood Auto Armor Property ArmorCompanionsCuirass Auto ;In Misc Containers Keyword Property VendorItemFood Auto Keyword Property VendorItemIngredient Auto ;Magic Keyword Property VendorItemScroll Auto Keyword Property VendorItemSoulGem Auto Keyword Property WeapTypeStaff Auto Keyword Property VendorItemSpellTome Auto ;On Weaponracks ;Bows Keyword Property WeapTypeBow Auto event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) if MannequinLBuilt if akBaseItem.HasKeyword(ArmorMaterialIron) MannequinL1.AddItem(akItemReference, aiItemCount, true) debug.notification("Item Sorted") endif endif endevent
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