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Setting up captives?


Guest Messenjah

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Guest Messenjah

Ok, so I want a companion that you can hire after their release from captivity by supermutants. So, they should act as another captive.

 

 

What I have done, is I've modified the script to this:

 

scn VikkiCompanionSCRIPT


;** Vikki **
short	VikkiCompanionHired
short	VikkiCompanionFired

short 	HasBeenHired
short	WeaponOut
short	CombatStyleRanged
short	CombatStyleMelee
short	IsFollowingDefault
short	IsFollowingShort
short	IsFollowingLong
short	Waiting
short	DoOnce
Short 	Freed
Short 	Button
Short	DoOnce
Float	Timer

BEGIN GameMode
if player.getincell Vault87c && VikkiCompanionHired == 1
set VikkiCompanionHired to 0
set VikkiCompanionFired to 1
VikkiREF.moveto MS11FollowerEscapeHatchInteriorRef
ShowMessage FollowerMessageLeaveVikkiCompanion
endif
END

BEGIN OnCombatEND
if GetPlayerTeammate == 1
resethealth
restoreav perceptioncondition 100
restoreav endurancecondition 100
restoreav leftattackcondition 100
restoreav leftmobilitycondition 100
restoreav rightattackcondition 100
restoreav rightmobilitycondition 100
endif
END

BEGIN OnDeath

if VikkiCompanionHired == 1
set VikkiCompanionHired to 0
ShowMessage FollowerMessageDeadVikkiCompanion
endif

END

BEGIN OnLoad

if Freed == 1
disable
else Freed == 0
IgnoreCrime 1
set DoOnce to 0
setRestrained 0
endif

END

BEGIN OnActivate

if freed == 0
if IsActionRef player == 1
if Player.IsInCombat == 0
ShowMessage FFESupermutantCaptiveMessageBoxF
endif
else
ShowMessage FFSupermutantCaptiveNoActivateMessage
endif
endif
endif	
END

BEGIN GameMode
; restrain me once I'm in position
if DoOnce == 0
if GetSitting == 3
set DoOnce to 1
setRestrained 1
endif
endif

if freed == 0
set button to GetButtonPressed
if button == 1
SetRestrained 0
ModPCMiscStat "Captives Rescued" 1
setav Variable02 1
addscriptpackage CaptiveVikkiGreetPlayer
set Freed to 1
ignoreCrime 0
endif

set Timer to Timer - GetSecondsPassed
if Timer <= 0
set Timer to 10 
if GetRandomPercent <= 50
say FFSMCaptiveYellForHelp
endif			
endif
endif
	
END

 

 

I also created a supermutant captive marker and set up a quest to set the various stages and to call on the script to release her. The release functions fine but she won't interact with the supermutant captive marker!

 

I've also liked references both ways between her and the marker.

 

 

Obviously I will need to create a custom faction since when I added the default ones for captives, it overwrote my dialogue and quests due to priority level and due to the fact that a quest will call upon the default captive faction.

 

 

Anyway, how do I get her to interact with the captive marker so that she will sit down with her hands tied? Also, I noticed that she doesn't seem to remain restrained for some reason and she doesn't ignore gunfire and will actually attack other creatures within the area.... shouldn't the ignore crime and restrain conditions within the script take care of that?

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