TGBlank Posted May 3, 2009 Share Posted May 3, 2009 the way you want it... no... but castimmediateonself still works. Link to comment Share on other sites More sharing options...
lilgamefreek Posted May 3, 2009 Share Posted May 3, 2009 That's what I'm using now, but it's much harder to tell whether or not a flaming dude's leg is crippled when you don't have a convenient pipboy message. Link to comment Share on other sites More sharing options...
ManOfGah Posted May 3, 2009 Share Posted May 3, 2009 I need to add an item to a specific container using a script, but every time I put the container editor ID, followed by .additem, then the item I want to add and the quantity, it says that the container isn't an object. How would I properly reference the container? Link to comment Share on other sites More sharing options...
Cipscis Posted May 3, 2009 Author Share Posted May 3, 2009 You can't use the EditorID of the container reference's base object to specify it, instead you need to check the container reference as a "persistent reference" and give it a unique EditorRefID. You can then specify the container via script by using its EditorRefID. Cipscis Link to comment Share on other sites More sharing options...
ManOfGah Posted May 3, 2009 Share Posted May 3, 2009 Thanks alot for the help, everythings working now :biggrin: Link to comment Share on other sites More sharing options...
Triumph675 Posted May 3, 2009 Share Posted May 3, 2009 Hello, I`m having troubles adding an item requirement to use an activator. Right now the activator has this script attached to it.. ScriptName bpchurchswitch ref light Begin OnActivate if light == 0 set light to GetLinkedRef endif if light.GetDisabled light.Enable else light.Disable endif Activate End The basic light switch script... I `m trying to add a requirement of 25 fission batteries before you can use it. Is the easiest way of doing this, adding a quest to the activator? Or by modifying the script more? I could do this by quest conditions, but how do I add the quest to the activator? Link to comment Share on other sites More sharing options...
TGBlank Posted May 3, 2009 Share Posted May 3, 2009 ScriptName bpchurchswitch ref light short doonce Begin OnActivate if (doonce == 0) if (getitemcount <fision batteries> >= <quantity> additem <menu armor token> endif return endif <rest of code> and make an invisible armor that onadd shows a message and gamemode if getbuttonpressed removeitem batteries, set switchref.doonce to 1, removeme, else, removeme. Link to comment Share on other sites More sharing options...
Cipscis Posted May 3, 2009 Author Share Posted May 3, 2009 If you're using a "doonce" variable, make sure to set it to 1 after your "if (doonce == 0)" condition, otherwise it will have no effect. Cipscis Link to comment Share on other sites More sharing options...
Diehard335 Posted May 3, 2009 Share Posted May 3, 2009 I have an interior I set a teleport to from the wasteland, and whenever I try to enter (while using FOSE) the game crashes shortly after it starts loading the interior. I have no idea why, because when using the original fallout loader, it works fine. Link to comment Share on other sites More sharing options...
Triumph675 Posted May 3, 2009 Share Posted May 3, 2009 Allright I've got this set up like so... The script attached to the activator in game ---- ScriptName bpchurchswitch ref light short doonce Begin OnActivate if (doonce == 0) if (getitemcount fissionbattery >= 25) additem bpchurchswitchtoken endif return endif if light == 0 set light to GetLinkedRef endif if light.GetDisabled light.Enable else light.Disable endif Activate End It says "line 11, missing parameter count" On the armor, I have this script attached to it ScriptName bpchurchswitchtokenscript Begin OnAdd showmessage bpchurchswitchnote If getbuttonpressed removeitem fissionbattery == 25 set switchref.doonce to 1 removeme endif end This is giving me an error "invalid message 'bpchurchsiwtchnote' " bpchurchswitchnote is a note I created, cannot I use this? Link to comment Share on other sites More sharing options...
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