slaeme Posted May 12 Share Posted May 12 Hi, I'm a novice scripter. I'm trying to improve on a script whereby a revolver is placed on a desk in a cell, a frenemy is watching the player and if it's picked up, a message will appear on the screen and the frenemy switches to hostile and attacks the player. This is working fine, but I would like to build upon that so the pop-up message and faction change doesn't occur if the frenemy has already been killed. I've tried this by adjusting the existing script, and by adding a separate script entirely that deletes the original pickup script upon frenemy's death. My working script for picking up the pop-up when frenemy is alive: ScriptName MarkedRevolverPickupSCRIPT short bDoneOnce Begin OnAdd player if bDoneOnce == 0 ShowMessage MESSAGE1 SetEnemy PlayerFaction DFACTION player.drop MARKEDREVOLVER1 set bDoneOnce to 1 ; Mark as completed so the message doesn’t trigger again endif End I've tried adding this script to forego the above if frenemy is killed, with no effect: ScriptName 1DeathSCRIPT Begin OnDeath RemoveScript MarkedRevolverPickupSCRIPT "" ; Removes the pickup script from the weapon End Another way I've approached this is to modify the existing script: ScriptName MarkedRevolverPickupSCRIPT short bDoneOnce ref HostageRef ; Reference variable for the hostage taker Begin GameMode set HostageRef to GetReference frenemy ; Assign the hostage taker's reference (this may need manual setup in GECK) End Begin OnAdd player if bDoneOnce == 0 if GetDead HostageRef == 0 ; Check if hostage taker is alive ShowMessage MESSAGE1 SetEnemy PlayerFaction DFaction player.drop MARKEDREVOLVER1 endif set bDoneOnce to 1 ; Prevent repeat triggers endif End Implementing either of these changes nullifies the working effects of my original script. Thank you. Link to comment Share on other sites More sharing options...
laclongquan Posted May 14 Share Posted May 14 I think the nightkin Davison in Repconn Test Site has something similar. If his brahmin skull on the desk was moved even a pixel from its original place he will go hostile on our ass. You can reference the revelant script or activator with that. -- The caravan sacked site north of Jean Sky Diving Shack also has some similar script. If you move outside and loot the bodies, fine. But if you move into the camper, the (slightly farther) Powder ganger would run toward that camper, and (if neutral before) turn to hostile, and infect that hostility with the wandering PG nearby Link to comment Share on other sites More sharing options...
slaeme Posted May 18 Author Share Posted May 18 On 5/14/2025 at 5:06 AM, laclongquan said: I think the nightkin Davison in Repconn Test Site has something similar. If his brahmin skull on the desk was moved even a pixel from its original place he will go hostile on our ass. You can reference the revelant script or activator with that. -- The caravan sacked site north of Jean Sky Diving Shack also has some similar script. If you move outside and loot the bodies, fine. But if you move into the camper, the (slightly farther) Powder ganger would run toward that camper, and (if neutral before) turn to hostile, and infect that hostility with the wandering PG nearby Expand Thank you I'll give that a look, I did try to think of in-game examples to copy from but got sidetracked. If I get it going I'll let you know! Link to comment Share on other sites More sharing options...
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