gaubanss Posted November 19, 2013 Share Posted November 19, 2013 (edited) OK so new to scripting but I'm trying to make a custom weapon wall display for myself that works like the Underwater Hideout's custom weapon wall in the bedroom. And to say like it Im pretty much basing my script off that one heavily. Heres what I have so far. ScriptName 00DisplayWeaponScriptINT DoOnceREF ContainerREFREF FormListNameREF WeaponREFREF WeaponTypebegin onactivate player Set ContainerREF to GetLinkedREF Set WeaponREF to ContainerREF.GetLinkedREF If GetISID 00USPACT00 Set WeaponType to WeapMHKUSPDUPLICATE000 Set FormListName to 00HKUSP10 else showmessage 00Fail Return endif ;========IF the Weapon is in the Container if ContainerREF.GetItemCount WeaponType >= 1 ;Disable Static WeaponREF.Disable ContainerREF.RemoveAllItems Player 1 Return ;========If the weapon is in the player inventory and staic is disabled elseIf Player.GetItemCount WeaponType >= 1 && WeaponREF.GetDisabled ;Adds it to Container player.RemoveAllTypedItems CustWeapContRef 1 0 40 00AllWeap00 player.RemoveAllTypedItems ContainerREF 1 0 40 FormListName CustWeapContRef.RemoveAllItems Player 1 1 ;EnableStatic WeaponREF.Enable Return ;========If the weapon is not in the player inventory and staic is disabled/enabled else ;Adds one weapon to its container to start If DoOnce == 0 Player.Additem WeaponType 1 WeaponREF.Disable Set DoOnce to 1 ;If its already added but "lost" else showmessage 00Fail endif Return endifEnd I've linked the activator to a container and the container to a static for display purposes but for the life of me I cannot get this to actually work. Ok so I've scraped that particular script but what I'm trying to do is create a wall where you can activate a set location that will display a particular weapon, kinda like putting a gun onto a rack then being able to pick it back up without having to slog through an inventory screen. If anyone is familiar with the underground hideout mod then it would be like the hidden weapons in the bedroom like I previously mentioned. Edited November 20, 2013 by gaubanss Link to comment Share on other sites More sharing options...
luthienanarion Posted November 20, 2013 Share Posted November 20, 2013 DO NOT prefix the EditorIDs of your forms with numerical values. This causes the script compiler to parse the ID as a hex value, and it will confuse the hell out of itself. I don't know why people do this, but my best guess is so that they can easily find their mod's forms since the GECK sorts forms alphabetically by EditorID by default. Expand the FormID field (just to the right of the EditorID field) and click it to sort by FormID instead. That way all of your mod's forms are at the top of the listing no matter what you've named them. Link to comment Share on other sites More sharing options...
gaubanss Posted November 20, 2013 Author Share Posted November 20, 2013 Mwahahahahahahahaa......laughter of triumph. You sir are a Saint. Been bashing my head over this for a week then one little piece of wisdom from you and I have success. Danke Link to comment Share on other sites More sharing options...
bjornl Posted November 20, 2013 Share Posted November 20, 2013 It is a very common mistake. I made the same. I was following a tutorial which had this mistake in it. Link to comment Share on other sites More sharing options...
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