Kurzusseus Posted September 11, 2013 Share Posted September 11, 2013 (edited) Hello I've encountered another little problem and thought I'd post here in hopes of getting some help. I've been working with the generic vertibird encounter script and have been able to modify it so that it works the way I want. However I've been having about three issues. The goal of this vertibird is to appear at stage 140 of my quest, and enable two Enclave soldiers, and a commander. However I've encountered this problem: When I set the vertibird activator to initially disabled, the script still runs through enabling the three npc's as though the vertibird had already came. I've been doing a lot of looking into my problem, trying to fix it- but I just can't. I'll continue to look into this but hopefully someone can help me, here is the vertibird script. scn GenericVertibirdEncounterSCRIPT03 short active short disabled 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 if active ==2 playgroup idle 1 set active to 2 endif JasonRefPrimm.Enable EnclaveTeslaRefPrimm.Enable EnclaveTeslaRefPrimm02.Enable set active to 3 if active ==4 playgroup backward 1 if (NIDfalltopower.Flee01 == 1) set active to 4 markfordelete endif endif endif endif endif endif end Another thing, I don't know how to get the vertibird to fly away after landing. I've successfully gotten it to land, when testing it out before I disabled it for the quest stage, but I don't know how to make it fly away again after the commander boards the vertibird if he is shot, or just leaving the area. (He flees to save himself while the soldiers stay behind.) Can anyone help? Here is some additional scripts Quest script scn NIDKillCountFalltopower Short KillCount01 short KillCount02 short KillCount03 short Flee01 Begin Gamemode If (KillCount01 ==9) setstage NIDFalltopower 60 if (KillCount02 ==5) setstage NIDFalltopower 100 if (Killcount03 ==3) setstage NIDFalltopower 140 endif endif endif end NPC flee script scn NIDJasonFleePrimm Short bDoOnce begin OnStartCombat tigrunner.enable set NIDfalltopower.Flee01 to 1 StopCombat ;JasonRefPrimm.evp JasonRefPrimm.resetai endif end If anyone can help me- thank you. Edited September 11, 2013 by FalloutZaxus Link to comment Share on other sites More sharing options...
Recommended Posts