Pope74220 Posted April 25 Share Posted April 25 if Player.GetcurrentAmmo == Bayonet showmessage bayonetmessage if GetButtonPressed == 0 Player.Equipitem WeapNVServiceRifleBayonet2 elseif GetButtonPressed == 1 Player.Equipitem Ammo556mm endif end new vegas geck refuses to tell me what's wrong with the script trying to do: if you have bayonet ammo equipped, then... show a message with yes and no if yes, equip the melee version of the bayonet otherwise, switch to standard 5.56mm ammo end Link to comment Share on other sites More sharing options...
Vagrant0 Posted April 25 Share Posted April 25 if Player.GetcurrentAmmo == Bayonet showmessage bayonetmessage if GetButtonPressed == 0 Player.Equipitem WeapNVServiceRifleBayonet2 elseif GetButtonPressed == 1 Player.Equipitem Ammo556mm endif end The way you have it, the check for button pressed is being tied to the ammo check. Adjusted the spacing so you kinda see what's going on. You also usually have to wait a tick between showmessage and the response for it to be used right unless they happen in different blocktypes. Like: Begin OnActivate if Player.GetcurrentAmmo == Bayonet showmessage bayonetmessage endif end begin gamemode if GetButtonPressed == 0 Player.Equipitem WeapNVServiceRifleBayonet2 elseif GetButtonPressed == 1 Player.Equipitem Ammo556mm endif end Link to comment Share on other sites More sharing options...
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