TGBlank Posted May 9, 2009 Share Posted May 9, 2009 It would work as follows: These are the actors:A dummy cell, a named persistent box with no mesh (but with the desired opening/closing sound) and the box script, the ammo, and the gun (with the script) that uses the ammo. When the weapon gets equiped through hotkeys, unless you're out of ammo, nothing happens.When the weapon is equipped and you have no ammo, or you equip it through the pip-boy, script happens: - Move the box to the player.- Open the box. When the box is closed, stuff happens: - Count the food inside.- Remove the food- Add ammo to the player- Return non-foodstuff to the player's inventory. <FoodItemList> is a formlist with all the foods you want as ammo inside.Note that the line that contains <list> is commented (a ; at the beginning), meaning it wont ever run. Its just there to explain the code. When using the quest, the quest, you're adding another 2 actors to the equation:A quest.A list with the gun on it. - Ask if the player is using a weapon in the list (since the list only haves the gun...). If not, reset the counter.- If the player is using it, ask if reload is being pressed, if so, increase the counter. If not, reset the counter.- If the counter reached 1.5 seconds, call the box and reset the counter, if not, keep counting.- If the player opens a menu, reset the counter. Link to comment Share on other sites More sharing options...
LordMaddog Posted May 9, 2009 Author Share Posted May 9, 2009 ok I having a problem I did the script and every thing and this is what happens equip weapon by menu nothing happen ( I think this is because you cant loot why you have pitboy open ) equip by hot key I get the box but I can put any thing I want in and when I close nothing happens I guess this means I have to hard code all items in the list but that will make my mod incompatable with MM , Fook ,and, better foods and any others that change foods is there any way around this ps at least I have a moving loot box now lol Link to comment Share on other sites More sharing options...
LordMaddog Posted May 9, 2009 Author Share Posted May 9, 2009 the AmmoTransformerOS script gos on the box right? because it dose not seem to be working at all I tried adding dirtywatter just to test and nothing happened and I also noticed that the end remove script was not working either Link to comment Share on other sites More sharing options...
TGBlank Posted May 9, 2009 Share Posted May 9, 2009 Hmm, didn't thought of the loot while in inventory thing.. doesn't matter, that can be scripted as well. If you have fose, there's this sweet little command called printc. you printc "text", and it prints the text on the console. You can also use it to show the values of variables, if you printc "%f" variable, it will show the value stored in variable (as if it where a float). If instead of %f you use %n, and a ref variable instead of a numeric one, you'll get the name of the reference your variable is pointing at (so if the ref aims to a box named "box", it'll print box.You can even use it to show more than one value, or value+text, printc "text1 %f text2 %f text3 %n", variable1, variable2, variable3. will show all the two values, the texts and the name. Why am i rambling about it?, because you can insert it in the middle of a code to see what's happening inside. When there's something wrong in a code, the code will stop at that point and it'll refuse to run (the game will keep running). With printc, you can find out if that's the case. Link to comment Share on other sites More sharing options...
LordMaddog Posted May 9, 2009 Author Share Posted May 9, 2009 Hmm, didn't thought of the loot while in inventory thing.. doesn't matter, that can be scripted as well. If you have fose, there's this sweet little command called printc. you printc "text", and it prints the text on the console. You can also use it to show the values of variables, if you printc "%f" variable, it will show the value stored in variable (as if it where a float). If instead of %f you use %n, and a ref variable instead of a numeric one, you'll get the name of the reference your variable is pointing at (so if the ref aims to a box named "box", it'll print box.You can even use it to show more than one value, or value+text, printc "text1 %f text2 %f text3 %n", variable1, variable2, variable3. will show all the two values, the texts and the name. Why am i rambling about it?, because you can insert it in the middle of a code to see what's happening inside. When there's something wrong in a code, the code will stop at that point and it'll refuse to run (the game will keep running). With printc, you can find out if that's the case. I am lost what do you want me to do now ? here is link to what I have so fare the weapon is laying right out in front of volt 101 no Textures of coarse cause they are not done and F.R.C.O has no model and is just a place holder i may or may not delete "Ray beam canon" is the one that has the script Link to comment Share on other sites More sharing options...
TGBlank Posted May 9, 2009 Share Posted May 9, 2009 *sigh* place this: printc "onclose block started" in the container's code, below OnClose. and this: printc "onclose ended successfully" just above the END statement in the same code. Use the code i posted. Call put on the gun, put foodstuff inside, close, then open the console and see what it wrote. post it here. Link to comment Share on other sites More sharing options...
LordMaddog Posted May 9, 2009 Author Share Posted May 9, 2009 *sigh* place this: printc "onclose block started" in the container's code, below OnClose. and this: printc "onclose ended successfully" just above the END statement in the same code. Use the code i posted. Call put on the gun, put foodstuff inside, close, then open the console and see what it wrote. post it here. I thought some thing like that.... well sorta my Ideal was put printc before and after but either way I still get the same error saying command printc not found and thus I cant save the changes to the script psOMG I LOVE YOUR FORCE MOD !!! if you need light saber models I have quite a few but you will have to set the .nifs up and convert the textures Link to comment Share on other sites More sharing options...
TGBlank Posted May 9, 2009 Share Posted May 9, 2009 Can't find command? AAhh, you aren't starting the geck with fose launcher are you?.Geck won't recognize fose commands unless you launch it with fose, for that, you want to change your icon from using "(installpath\Geck.exe)" to use "(installpath\fose_launcher.exe" -editor Link to comment Share on other sites More sharing options...
LordMaddog Posted May 9, 2009 Author Share Posted May 9, 2009 Can't find command? AAhh, you aren't starting the geck with fose launcher are you?.Geck won't recognize fose commands unless you launch it with fose, for that, you want to change your icon from using "(installpath\Geck.exe)" to use "(installpath\fose_launcher.exe" -editor cant do that vista wont let me change it Link to comment Share on other sites More sharing options...
TGBlank Posted May 9, 2009 Share Posted May 9, 2009 Force it to let it change it, since when OS are the ones in charge? Link to comment Share on other sites More sharing options...
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