devinpatterson Posted March 31, 2014 Share Posted March 31, 2014 I'm guessing the answer here is no, but is there anyway to to attach a object script directly to the player/playerRef? Link to comment Share on other sites More sharing options...
jazzisparis Posted March 31, 2014 Share Posted March 31, 2014 Is that an academic question? :smile:Though I never actually tried it, I believe you can. However, the only reason to do so, instead of using a quest or a token item, would be in rare cases where it is necessary to use special block types which only run on the scripted object (such as OnHit, OnStartCombat, etc.). Link to comment Share on other sites More sharing options...
devinpatterson Posted March 31, 2014 Author Share Posted March 31, 2014 Is that an academic question? :smile: Hi Jazzisparis, no I actually was curious because of a request in the forums (Borderlands style interactions) and it is related directly to a blocktype (onAdd). He wanted something akin to borderlands where you look at a weapon (on the ground) and hit the use key and it's automatically equipped. I know how to do that with the weapons object script and an onAdd block (equipped when you pick it up), but wouldn't want to add that script to every weapon. But it also got me to thinking about other applications. Though I never actually tried it, I believe you can. However, the only reason to do so, instead of using a quest or a token item, would be in rare cases where it is necessary to use special block types which only run on the scripted object (such as OnHit, OnStartCombat, etc.). Would you know the actual steps I'd go through, in geck, to do so? I have no clue. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 31, 2014 Author Share Posted March 31, 2014 Awww cr*p, it's right in front of my face. Never saw it in geck before id "Player", just like any other actor. K that's embarrassing. Anyway thanks Jazzi. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted April 1, 2014 Share Posted April 1, 2014 A script on the player would not be the way to go about this anyway. It can easily be done with a quest script, as done in my own mod right here. Grab and Go Link to comment Share on other sites More sharing options...
devinpatterson Posted April 2, 2014 Author Share Posted April 2, 2014 A script on the player would not be the way to go about this anyway. It can easily be done with a quest script, as done in my own mod right here. On a larger scale (beyond the request) it does seem like it's a interesting way to take advantage of the block types. I was wondering though, one of the block types I wanted to play around with (not just on the player, but also other actors) is the onHit. I thought it could be interesting for some actor effects that go off when hit. Ie. an energy sheild for the player that flashes when hit, a rad burst that goes off when a glowing one is hit etc....things along those lines. I thought that something like that along with new/custom blood sprays would be really interesting. But the wiki page lists the function as being different in NV than TES; "This function has been altered in New Vegas to run when a weapon hits a target". as opposed to teh TES version that will run once when the actor is hit by any actor (if no parameter). Would you have a suggestion how to implement the old TES style command in FONV? Grab and Go Thanks Gribbleshnibit8, I'll pass it along to the OP's request thread, and I'll take a look at the script to gain a bit of insight. Link to comment Share on other sites More sharing options...
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