Looca Posted April 21, 2014 Share Posted April 21, 2014 (edited) Hello everyone.1. As the title suggests, I would like to know whether I check an actor's combat state somehow, i.e. whether they are in [CAUTION] or [DANGER], and make that a condition?I'd like to set the actor's aggression to 0 when sneaking and not in combat but as soon as they or the player get attacked it should go back to 1.I tried: If (Player.IsSneaking==1) && (ActorREF.IsInCombat==1 || Player.IsInCombat==1) ActorREF.SetAV Aggression 1 EndIf So that actor in question fights back even if the player is still crouching around. It appears to be working except the problem with that condition is that [CAUTION] counts as "InCombat" which kind of ruins the whole point of the exercise.I've also tried GetAttacked but that was apparently a bad idea.Would IsActorDetected work (if so, how) or does [CAUTION] count as detected as well?___ 2. Also: If (ActorREF.IsPassive==1) ActorREF.SetAV Aggression 0 ElseIf (ActorREF.IsPassive==0) && (ActorREF.Sneak==0) ActorREF.SetAV Aggression 1 EndIf is not working. I've tried removing the "Sneak" condition; "IsPassive" is set via a dialogue result script that isset ActorREF.IsPassive to 1/0 (respectively).Actor goes passive alright; but then he never ever goes into combat anymore (which is odd because that is the same command I've used to make him passive while sneaking and THAT works).___ 3. Another thing I was wondering: Is there a way to check the player's inventory for any food item or ammo without having to type up a whole list? I must've missed something there.I know how to check for one specific item and apparently there's a way to check FormLists too, although I don't know how that works.___ 4. While I'm here: How do I make an actor attack the player when they pick up an item based on conditions? Begin OnLoad If (ActorREF.HasBeenHired==0) && (Player.GetItemCount ItemInQuestion==1) ActorREF.RemoveFromFaction PlayerFaction ActorREF.StartCombat Player EndIfEndIt's an object script on the Item In Question. I tried Begin GameMode as well. Only using GetItemCount because I thought maybe that would work but it doesn't. Would I have to set an ownership flag?Edit: Solved - It works with OnAdd Player. Why is it that I always find solutions to things after asking how to do it? :<___ 5. Last, not least but kind of unrelated: Would it be okay for me to take the model and texture of an item from Old World Blues, use them to make a new item and drop that in the game just so that the plugin doesn't need OWB as a master? Or would I have to use the actual thing and add OWB to the master list?Edit: Solved - No, it would not be okay.___ Thanks for reading. Edited April 22, 2014 by Looca Link to comment Share on other sites More sharing options...
AxlDave Posted April 22, 2014 Share Posted April 22, 2014 Wow, this post is a mess. Whenever you ask for help, it's always a good idea not to give anyone who tries a headache. To this end, if you must post multiple questions / topics under one title, at least make use of a bullet point list. And clearly mark your edits so people can tell what you have and haven't done. E.g: - Blah blah blah question 1 - Blah blah even more blah (Here's a script or something) Question 2 - Blah blah blah question 3 --EDIT-- Never mind, did it, here's how. Link to comment Share on other sites More sharing options...
Looca Posted April 22, 2014 Author Share Posted April 22, 2014 Hrm. Sorry about the headache. If you got one, that is. I'll try and edit the post to make it... er, less headache-inducing. As for multiple questions, I just didn't want to make multiple topics. I suppose it's really not that great an idea to stuff such unrelated things into one post. Link to comment Share on other sites More sharing options...
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