uberlux Posted May 25, 2013 Share Posted May 25, 2013 Hello everyone. Ive been working on a mod and i dont know how to make my overseers desk function with a terminal. I already have the terminal and desk in position, and i have made sure its the right desk, yes this one is. The problem is,1. I dont know about how im meant to script the door to the terminal2. ive only scripted like twice under very certain tutorials. If anyone knows how i can get this working, then i would really appreciate the help!cheers folks. Link to comment Share on other sites More sharing options...
uberlux Posted May 29, 2013 Author Share Posted May 29, 2013 Solved it, its really simple openstate script Link to comment Share on other sites More sharing options...
kurecore Posted December 13, 2014 Share Posted December 13, 2014 (edited) Solved it, its really simple openstate scriptMan can i ask please?Im new to creating mods,whole new world for me,but the scripts language its kinda barrier.So far i can make nice Vault/Bases etc can make my own NPC's make them "sandboxing",having nice 5 stage deep,trading,repairing,porting,unlockin/opening,closing/locking Terminals,also i did my own vendor almost with no help of tutorials and already working on my own quest,but some thing are still out of my understanding like problem i have now: I having copy of the "Activator" Overseer Desk and having nothing on it just "persistent reference"Then a make copy of that clasic yellow on/of (red/green) Switch (Also Activator-maybe thats the problem?), i puted my script to the Switch,linked ref in render window him with the Overseer desk. But the problem is : The desk aint activated by the Switch but just "use" the Overseer Desk and its opening/Closing as scripted in Switch. So my Q is: How to avoid to opening by "use" the Overseer Desk in game,but make him respond just for the switch/terminal? I know it will be some common problem,but can't figure out :/ Thanks forwardly for anything you can point out.And if someone having easy scripts in .txt or so,send me link please so i can look more into it and undesrtand the principes.The usefull scripts on the Geck site aint much usefull for me..half of them aint even work. Edited December 13, 2014 by kurecore Link to comment Share on other sites More sharing options...
munnibhai Posted December 23, 2017 Share Posted December 23, 2017 Solved it, its really simple openstate scriptyou are not helpful here bud. Would appreciate the explaination plz Link to comment Share on other sites More sharing options...
dubiousintent Posted December 23, 2017 Share Posted December 23, 2017 Please note the date of the previous post, and see the Nexus "Terms of Service" about not resurrecting old threads. The primary reason is that the original thread participants are seldom still around, and it is unlikely that you have exactly the same setup. Details matter. I interpret that response "really simple openstate script" to mean that what was needed was to add an "OnOpen" Block to the script fired off when the "OnActivate" "open animation" was run. You may find some of the other articles on "Animation" in the wiki "Getting started creating mods using GECK" article offer further insights. -Dubious- Link to comment Share on other sites More sharing options...
Recommended Posts