anlashok Posted May 31, 2009 Share Posted May 31, 2009 It's not about fleeing gunfire. That's different. Try with follow packages, i've seen companions bypassing locked doors when trying to get to the player. I've also come to the conclusion that console-locked doors are treated differently than esp-locked doors, tho i may be wrong. locking the door via script may have a similar effect. I set the NPC to follow player and if the door is locked, he starts running around the jail like a madman but can't get through the door. Again, if I pick the lock or unlock the door in geck he opens the door and gets to the player. That said, he once happened to teleport to me even though the door was locked and the player was in the same cell (geck cell, not jail cell). I couldn't replicate the teleportation, but one time is still one too many, that shouldn't happen. At least they don't seem to actually open the doors. Link to comment Share on other sites More sharing options...
Stewb Posted May 31, 2009 Share Posted May 31, 2009 I've had followers teleport before, though that was a problem with Navmesh and they couldn't find a path to me. So maybe they teleport cause you got too far away and they couldn't pathfind? Link to comment Share on other sites More sharing options...
anlashok Posted May 31, 2009 Share Posted May 31, 2009 That's actually a very good guess, because I hadn't navmeshed the whole cell and if I remember correctly, the teleport happened when I was away from navmeshed area! It still makes no sense that the NPC's do that, but at least it offers a possibility of preventing that. Link to comment Share on other sites More sharing options...
TheGrimSleeper55555 Posted May 31, 2009 Share Posted May 31, 2009 Question 1: Is there any reason or situation in which the game will stop running 'OnEquip' blocks? I'm using on on a piece of hotkeyed armor, and after about 1 or 2 times equips, it stops working. The equip block itself is fairly short, but it's in the same script as a very large GameMode block. Might this have something too do with it? Question 2: In what situation can you use ScriptEffectUpdate, instead of a GameMode block, as opposed to a situation when you HAVE to use GameMode. Link to comment Share on other sites More sharing options...
TGBlank Posted May 31, 2009 Share Posted May 31, 2009 ScriptEffectUpdate is for effects, gamemode is for everything else. If the game finds he can't process a line in a script, there's a high chance the game will stop the script then and there, and refuse to run any line from it until you close the game and open it again. That may be what's causing you issue. Link to comment Share on other sites More sharing options...
TheGrimSleeper55555 Posted May 31, 2009 Share Posted May 31, 2009 Sooo if I want a script to have the effect of showing a menu then, following up on the result, which one should I use? Any frequent offenders in the 'works-only-once' department? Edit: The most likely offender I found would be this line:if RemoveWeapon != 0In which 'RemoveWeapon' is a reference variable, set back to 0 at the end to signal that the script is done for now.So: can a reference variable be set to '0' with the line:set RemoveWeapon to 0Got it, it was a line withset Removeweapon to AAAweapon 1 1which doesn't work too well. Link to comment Share on other sites More sharing options...
TGBlank Posted May 31, 2009 Share Posted May 31, 2009 Script sepuku happens most of the time when you call functions on references that are of the incorrect type, invalid, do not exist, or exist but not persistent and in the same map.Setting a ref to 0 or comparing it to 0 shouldnt cause it, calling a function on it after setting it to 0 is likely to cause it tho. ScriptEffectUpdate is for base effects, and only base effects (you can add base effects to actor, weapon and armor effects).GameMode for everything else: quests, trigger boxes, activators, actors, items, weapons, etc. Link to comment Share on other sites More sharing options...
TheGrimSleeper55555 Posted May 31, 2009 Share Posted May 31, 2009 So what is a base effect, when can it be used?iow. how do you make a ScriptEffect-start/update/finish block run? Link to comment Share on other sites More sharing options...
Stewb Posted May 31, 2009 Share Posted May 31, 2009 So what is a base effect, when can it be used?iow. how do you make a ScriptEffect-start/update/finish block run? Base Effect Link <-- Click this link to learn about base effects. Blocks Link <-- Click to learn about ScriptEffect Blocks Link to comment Share on other sites More sharing options...
PuceMooose Posted May 31, 2009 Share Posted May 31, 2009 Question:I'm using setWeaponhealthPerc in a script to repair the player's weapon. Is there a similar function to repair armor or various items in the player's inventory? Link to comment Share on other sites More sharing options...
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