vkthsu Posted November 15, 2009 Share Posted November 15, 2009 Hi, its been awhile since i coded anything and i dove headfirst into FO3 Scripting :blink: so anyways, I'm having trouble with a nasty piece of code i thought i understood, i was wrong :wallbash: It was meant to be simple, if you have the manual you can use the machine you put in your materials into one box, activate and take the final product from the other box; easy right? Scriptname zerg9maker ref Zerinput ref zeroutput ref Zerg9makerman Begin OnActivate player set Zerinput to rZerG9Input set zeroutput to rZerG9Output set Zergmakerman to rzerg9makerman If player.getitemcount ZerG9MakerMan >= 1 ;items needed x2 fision, x5 pulse, x2 wonderglue, x5 sensors if zerinput.getitemcount WeapGrenadePulse >= 5 &&zerinput.getitemcount FissionBattery >= 2 && WonderGlue >= 2 && zerinput.getitemcount SensorModule >= 5 zerinput.removeitem weapgrenadepulse 5 zerinput.removeitem fissionbattery 2 zerinput.removeitem wonderglue 2 zerinput.removeitem sensormodule 5 playsound DRSVaultVerticalBroken zeroutput.additem ZerWeapNukeNade 5 else ShowMessage ZerLackInstructions endif end so any help with this would be greatly appreciated! Link to comment Share on other sites More sharing options...
vkthsu Posted November 15, 2009 Author Share Posted November 15, 2009 Disregard....i figured out my problem. Though any advice on how to make a srcipt run after a grenade detonates would be nice Link to comment Share on other sites More sharing options...
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