Guest Messenjah Posted August 6, 2009 Share Posted August 6, 2009 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? Link to comment Share on other sites More sharing options...
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