Crystalking52 Posted March 31, 2014 Share Posted March 31, 2014 (edited) Greetings, I am attempting to make a script that upon obtaining a floating Sunset Sarsaparilla Bottle, the game will 'invisibly' swap it out for a normal Sunset Sarsaparilla Bottle. I decided to try basing my script off of the Unofficial Fallout 3 The Pitt Patch's Steel Ingot script which did a similar thing: SCN DLC01SteelPlateActivatorSCRIPT Short Activated Begin GameMode If Activated == 1 Set Activated to 0 ClearNoActivationSound EndIf End Begin OnActivate Player SetNoActivationSound UIItemGenericUp Set Activated to 1 Player.additem DLC01SteelPlate 1 1 Disable End Here's my edited script: scn SSBottleEmptyNoFloatScript Short SSBottleExchange Begin GameMode If SSBottleExchange == 1 Set SSBottleExchange to 0 ClearNoActivationSound EndIf End Begin OnAdd Player SetNoActivationSound UIItemGenericUp Set SSBottleExchange to 1 Player.additem SSBottleEmpty 1 Player.removeitem SSBottleEmptyNoFloat 1 End Unlike the Steel ingot script, this one displays messages (and plays the item pickup sound twice in a row.) Is there anything I've done wrong? EDIT: I'm an idiot, I deleted the 1 after the additem/removeitem and that fixed it. And the SetNoActivationSound should only be used with an actual Activator. Learn from my mistake everyone! Edited March 31, 2014 by Crystalking52 Link to comment Share on other sites More sharing options...
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