irswat Posted April 4, 2014 Share Posted April 4, 2014 i meant disable, markfordelete Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted April 5, 2014 Share Posted April 5, 2014 I'll just go ahead and post my whole script, since the mod is free for anyone to edit/reuse as the see fit. Mine tracks weapon health on drop, only picks up armor, food, book, weapon types, and only drops weapons when tapping the E key (I had issues with drop detection and picking up new items with something already equipped). scn GAGMainSCRIPT int iKeyTrap int iType int iEquipType int bHelp int bHeld int bEquipMode int bDropMode ref rGrabbed ref rItem ref rBase float fTimer float fTemp BEGIN GameMode ; Display an instruction message the first time the mod is run if (bHelp == 0) set bHelp to 1 showTutorialMenu GAGHelpMsg endif ; Equip the grabbed item if (bEquipMode == 2) if (IsPlayerActionActive 5) if (IsFormValid rGrabbed) set iType to GetType rBase if (iType == 24) ; Armor elseif (iType == 25) ; Book elseif (iType == 26) ; Clothing elseif (iType == 40) ; Weapon elseif (iType == 47) ; Food else set bEquipMode to 0 Return endif rGrabbed.Activate Player 1 set bEquipMode to 3 PlaySound GAGEquipSound Return endif endif PlaySound GAGMissSound set bEquipMode to 0 Return elseif (bEquipMode == 3) player.EquipItem rBase set rItem to 0 set rBase to 0 set bEquipMode to 0 Return endif ; Drop the equipped item if (bDropMode == 2) set fTemp to Player.GetEquippedCurrentHealth 5 Player.UnequipItem rItem set bDropMode to 3 PlaySound GAGEquipSound Return elseif (bDropMode == 3) Player.RemoveItem rItem 1 set bDropMode to 4 Return elseif (bDropMode == 4) set fTemp to fTemp / GetHealth rItem set rItem to Player.PlaceAtMeHealthPercent rItem fTemp 1 100 0 set rItem to 0 set bDropMode to 0 endif if (fTimer > 0) set fTimer to fTimer - GetSecondsPassed elseif (iKeyTrap > bHeld) if (bEquipMode) set bHeld to 1 set bEquipMode to 2 elseif (bDropMode) set bHeld to 1 set bDropMode to 2 endif endif if (iKeyTrap != IsControlPressed 27) ; Grab set iKeyTrap to IsControlPressed 27 if (iKeyTrap) if (IsPlayerActionActive 5) printc "Grab active, grabbing" set rGrabbed to GetPlayerGrabbedRef if (IsFormValid rGrabbed) set rBase to rGrabbed.GetBaseObject set fTimer to GAGEquipTimerDelay set bHeld to 0 set bEquipMode to 1 Return endif elseif (IsControlPressed 5) ; Activate printc "Grab active, dropping" set rItem to Player.GetEquippedObject 5 if (IsFormValid rItem) && (Player.IsWeaponOut == 1) set fTimer to GAGDropTimerDelay set bHeld to 0 set bDropMode to 2 Return endif endif set iKeyTrap to 0 Return endif endif END The only "issue" as I'm sure this is the one the OP was referring to previously, is that the pickup+equip key is just holding grab, with no modifier. Adding a modifier would be pretty simple, but as there is a premium on keys/controls that are easy to reach, I felt it was fine to use a single key on an adjustable timer (set global vale to adjust). Line 98 is what determines the extra key to drop something, and the two checks on line 101 only allow dropping if the weapon is in hand, no dropping holstered weapons. Link to comment Share on other sites More sharing options...
SpartanISW108 Posted April 5, 2014 Author Share Posted April 5, 2014 So if I were to take this script and modify it slightly to my tastes, it would work where holding grab+ tapping interact (E) would pick up and auto equip the weapon, regardless of what I have currently equipped? And that it wouldn't break when I use the grab command on something that isn't able to be auto-equipped? And I'd be able to change the drop currently equipped weapon key to "X"?And also compatible with FOSE as opposed to NVSE (Some commands aren't in FOSE but are in NVSE)? Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted April 6, 2014 Share Posted April 6, 2014 To make it do what you want, change line 88 to be if (IsPlayerActionActive 5) && (IsControlPressed 5)and then to change the drop you'll need to make it be IsKeyPressed 45Look up scancodes here, for isKeyPressed. It looks like it doesn't use any non-FOSE functions, so it should port back just fine. Actually, the mod has no master files, and so it can be moved around with no issues. I could just make a version that has a button selection, but that's a lot of extra code I didn't feel like writing. Feel free to modify and edit it however you want. You can release it if you like, just point back to my version too please :) Link to comment Share on other sites More sharing options...
SpartanISW108 Posted April 7, 2014 Author Share Posted April 7, 2014 Where would iskeypressed 45 go?I tried making sense of this script but due to me lacking any form of proficiency in scripting I can't make complete sense of this script. To me it seems split into 3 with the drop function being in the middle but I can't seem to see where the drop part starts Link to comment Share on other sites More sharing options...
SpartanISW108 Posted April 7, 2014 Author Share Posted April 7, 2014 It seems that changing the line 88 to what you said makes the drop function become grab+E and the auto-equip not work at all. I want the Grab+E to be the equip and the drop to be "X" (45) Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted April 7, 2014 Share Posted April 7, 2014 I was not fully clear. Line 88 is the grab function, and line 98 is the drop. Put the IsKeyPressed bit in the IF statement for line 98, and the other part in line 88. Remove what is at 98 now, so: elseif isKeyPressed 45 Link to comment Share on other sites More sharing options...
SpartanISW108 Posted April 8, 2014 Author Share Posted April 8, 2014 Grab+E doesn't work to auto equip the weapon doing the changes you made. And drop becomes grab+X, I wish for it to be just X but I can't seem to see another variable controlling the drop function.If you could just get the Grab+E part to work I can just put in my bit of drop script, as they both seem to do exactly the same in terms of weapon clipping through ground at times.Really sorry I'm coming across as an idiot here :/ Link to comment Share on other sites More sharing options...
luthienanarion Posted April 8, 2014 Share Posted April 8, 2014 set rItem to Player.PlaceAtMeHealthPercent rItem fTemp 1 100 0Try upping the z-axis position so that the weapon has some time to fall before hitting the ground. That should help with ground collision detection. I used 0,0,140 to drop the Configuration Duck on the player's head in LCWE-FO3 and never had it fall through the ground. Link to comment Share on other sites More sharing options...
SpartanISW108 Posted April 8, 2014 Author Share Posted April 8, 2014 I wish to get the controls sorted first, but I just can't do it, no matter what I change there's something I'm just not happy with. I know I'm being super needy but I just wish to learn how to sort this and tailor it to my liking Link to comment Share on other sites More sharing options...
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