irswat Posted February 26, 2014 Share Posted February 26, 2014 I have a Quest called SniperModQuest01 with an attached script called SniperModQuest01SCRIPT ScriptName SniperModQuest01SCRIPT short Sniper01DOD short Sniper02DOD Begin GameMode End I have another script that uses these variables ScriptName SniperTowerDeathScript1 Begin OnActivate Set SniperModQuest01.Sniper01DOD to GameDay End it saves and compiles with no error. This script is called when the sniper dies and stores the day. I have a respawn script that is supposed to check if the sniper is dead and if 3 days has passed: ScriptName SpawnTowerSniper01 int respawn=0 Begin GameMode If GSSniper01.GetDead If ((SniperModQuest01.Sniper01DOD+GameDay<=30)&&(GameDay-SniperModQuest01.Sniper01DOD>=3)) Set respawn to 1 else if ((SniperModQuest01.Sniper01DOD+GameDay<=30)&&((30-SniperModQuest01.Sniper01DOD)+GameDay>=3) Set respawn to 1 endif endif If respawn==1 GSSniperMarker01.PlaceAtMe SMSniper01 1 endif End I get an error on LINE 8. Unknown variable or function 'Sniper01DOD' The script will not save or compile. I'm baffled. Why does the death script save and compile but this respawn script wont? I was also getting an error about nested if statements not allowed. What alternatives do I have.The reason I have to go through all of this is because the NPC respawn checkbox doesn't seem to do anything. The box is checked but my snipers aren't respawning after 3 days.Any ideas? If I can get over this hurdle I can finish this mod quickly. It should be nice. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted February 26, 2014 Share Posted February 26, 2014 The respawn checkbox makes things respawn on the next cell reset. Cells reset after 3 days of not being loaded, iirc. Cells load when they're within I want to say a 7 cell block around the player, so you need to stay a decent ways away from the area for a while. As for your script, try spacing out the + operator between your variables (always good practice anyway). I replied about your nested if issue in the other thread, but I'll put it here too, the else if condition is "elseif" all in one word. Link to comment Share on other sites More sharing options...
jazzisparis Posted February 26, 2014 Share Posted February 26, 2014 If you have ticked the Respawn box in the NPC window of all the NPCs you're using (and their templates, if any), then they should respawn.I see absolutely no reason to go through all the trouble of trying to respawn them manually, via a script. I would suggest you first follow Gribb's advice and wait 72 hours in a far away location, then return and check again. If they still do not respawn, then you may have done something wrong. Link to comment Share on other sites More sharing options...
irswat Posted February 26, 2014 Author Share Posted February 26, 2014 the tower is in goodsprings. I waited using 'T' 72 hours in Primm. That should be far enough yea? Link to comment Share on other sites More sharing options...
jazzisparis Posted February 26, 2014 Share Posted February 26, 2014 the tower is in goodsprings. I waited using 'T' 72 hours in Primm. That should be far enough yea?Yes, that's more than enough. I used respawning NPCs before in one of my mods, and it worked perfectly without any special settings (other than the Respawn box). Can you please take a screenshot of the NPC window of one of the NPCs in question, and post it here (just to make sure everything looks OK)? Link to comment Share on other sites More sharing options...
irswat Posted February 27, 2014 Author Share Posted February 27, 2014 absolutely. I'm going to do a test again. I'm looking forward to getting this working. I have some cool quest ideas for this mod. Link to comment Share on other sites More sharing options...
irswat Posted February 27, 2014 Author Share Posted February 27, 2014 (edited) http://i61.tinypic.com/33k83f7.jpg Edited February 27, 2014 by irswat Link to comment Share on other sites More sharing options...
irswat Posted February 27, 2014 Author Share Posted February 27, 2014 respawn is working now! i set faction as generalhostiletoplayer, and there are two of them, and the one killed the other. i dont get it Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted February 27, 2014 Share Posted February 27, 2014 Check the faction relation on that faction. It probably has no allies, and will even attack itself, if they attacked each other. You'll probably just want to make your own faction and configure it to ensure that they're friendly to each other but nobody else. Link to comment Share on other sites More sharing options...
irswat Posted February 28, 2014 Author Share Posted February 28, 2014 how do I keep the snipers from leaping down from the towers? Do I need to navmesh or is there an easier way?Once I get these minor issues sorted and I'm satisfied with the difficulty of the towers I will be placing snipers throughout the wastelands hidden in ghillie suits. My first quest will involve driving an AI driven hummer through a stretch of the Mojave with sniper towers everywhere. The player will be shooting from the passenger seat. I think it will be an interesting challenge. Maybe I will try my hand at some AI scripting after that. I'd like to make it so these snipers dont show up on radar when they shoot, they stay put, can fire from long distances, and will kill even a leveled player in a few shots.Eventually I would like to create an underground complex that connects the various towers, and create some quests involving the eradication of the forces that occupy these towers. Should be fun.Thanks for all of your help thus far! Link to comment Share on other sites More sharing options...
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