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Need help with elevator script


Rashish

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Howdy folks

 

Been building a multi-level mod. I can link doors and elevators to a second location but more than one floor is giving me trouble.

I've tried to write a new Script but it won't save. I saw in one thread that Bethesda removed the error message for scripts (Lord knows why.) but I can't find any errors in my new script.

Any help or a point in the right direction will be appreciated.

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Yeah, I used one of the Gomorrah elevators. Going from one floor to another works.

I can get the the "Where would you like to go?" menu but I just get an auto save and stay in the same room.

Edited by Rashish
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scn SoFElevatorDoorScript

short clevelselect
short celevactive

begin OnActivate

showmessage SoFElevatorMessage
set celevactive to 1

end

begin GameMode

if celevactive == 1

Set celevactive to 0
Set clevelselect to GetButtonPressed
if clevelselect == 0 ; Do Nothing
Elseif clevelselect == 1
if Button == 1
player.MoveTo 000SoFCMainLevelMarker
set rMarker to 000SoFCMainLevelMarker
Autosave
elseif Button == 2
player.MoveTo 000SoFC2ndFMarker
set rMarker to 000SoFC2ndFMarker
Autosave
elseif Button == 3
player.MoveTo 000SoFArmRmMarker
set rMarker to 000SoFArmRmMarker
Autosave
endif
if (Button == 1 || Button == 2 || Button == 3 || Button == 4)
if (VNPCFollowers.bBooneHired) && (CraigBooneREF.Waiting != 1)
CraigBooneREF.MoveTo rMarker;
endif
if (VNPCFollowers.bCassHired) && (RoseofSharonCassidyREF.Waiting != 1)
RoseofSharonCassidyREF.MoveTo rMarker;
endif
if (VNPCFollowers.bVeronicaHired) && (VeronicaREF.Waiting != 1)
VeronicaREF.MoveTo rMarker;
endif
if (VNPCFollowers.bLilyHired) && (LilyREF.Waiting != 1)
LilyREF.MoveTo rMarker;
endif
if (VNPCFollowers.RaulHired) && (RaulREF.Waiting != 1)
RaulREF.MoveTo rMarker;
endif
if (VNPCFollowers.ArcadeHired) && (ArcadeREF.Waiting != 1)
ArcadeREF.MoveTo rMarker;
endif
if (VNPCFollowers.bEDEHired) && (EDE1REF.Waiting != 1)
if EDE1Ref.GetDisabled == 0
EDE1Ref.MoveTo rMarker
elseif EDE2Ref.GetDisabled == 0
EDE2Ref.MoveTo rMarker
elseif EDE3Ref.GetDisabled == 0
EDE3Ref.MoveTo rMarker
endif
endif
if (VNPCFollowers.RexHired) && (RexREF.Waiting != 1)
RexREF.MoveTo rMarker;
endif
endif
end
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I managed to make it work. I took an Idle animation marker and named it to match the names in the script and made them persistent. I had to delete all of the "set rMarker to" lines as well. Thanks again for the GECK power up link, couldn't have done it without it.

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