Freakscar Posted February 27, 2010 Share Posted February 27, 2010 Hello everybody. I ran into some strange problem with my neoclassical playerhouse. I was up and running, cluttering the rooms, having a good time - when all out of the blue, when I checked my recent modifications ingame, one button refused to work. From "All right" to "Doin' nothing" within one mouseclick. I tried to recreate the button, doublechecked the scripts, repositioned it to be visible ingame (e.g. not hidden by any fluff decoration), alas its no use. The button won't react anymore. Irritating part is: This particular button is a number 3 out of 5 - all have the exact same scripts attached to them (well, apart from different weapons^^) and the other 4 do their job just fine.Ok, on to the tec-part: I have a small hidden room in my player house, down there are 5 Weapondisplays for the five "vanilla" BigGuns: Gatlinglaser, Flamer, Minigun, Missilelauncher and Fatman.Each display has a small button for the player to click, in order to remove the weapon (into their inventory) and disable the static representation on the rack. So far, so 1980s. The lineup is Gatlinglaser - Flamer - Minigun - Missilelauncher - Fatman.All buttons do what they are told to - except the minigundisplay. It does not even show up ingame as an interactive button at all. Just as if its not there. The original button was "VControlPanel03" (renamed [to create a new activator] to KKVcontrolpanel01-05); Panels 01+02 and 04+05 work fine. 03 bugs out.The script attached to these 5 buttons is always the same, 'cept for the different weapons in it: Example Gatlinglaser (working):[ Using "KKVcontrolpanel01" as base, named (no, not ref, the name for ingame usage) "Gatlinglaser-Display" and using Script "KKVdisplaygatlingscript" ]scn KKVdisplaygatlingscript Begin OnActivate Player If Player.GetItemCount WeapGatlingLaser >0 && LASERSTATIC.GetDisabled == 1 Player.RemoveItem WeapGatlingLaser 1 LASERSTATIC.enable 0 LASERSTATICRED.disable else LASERSTATIC.disable 0 LASERSTATICRED.enable Player.AddItem WeapGatlingLaser 1 EndIf end Example Minigun(bugging out):[ Using "KKVcontrolpanel03" as base, named (no, not ref, the name for ingame usage) "Minigun-Display" and using Script "KKVdisplayminigunscript" ]scn KKVdisplayminigunscript Begin OnActivate Player If Player.GetItemCount WeapMinigun > 0 && MINIGUNSTATIC.GetDisabled == 1 Player.RemoveItem WeapMinigun 1 MINIGUNSTATIC.enable 0 MINIGUNSTATICRED.disable else MINIGUNSTATIC.disable 0 MINIGUNSTATICRED.enable Player.AddItem WeapMinigun 1 EndIf end So as you can see, its just about the same. Only thing that changes is the referenced weaponstatic. The way it SHOULD work:Player has no weapon in his inventory, activates the display, gets the according weapon into his inventory and the static version on the rack gets disabled. As a touch up, there's a red light above all the displays, which is turned on, when the player removes the weapon from its display and turned off, when he puts it back. Nothing overly fancy.It USED to work just fine for all 5 displays. But suddenly, nr.03 stopped working. Anyone got an Idea why? If you would like to have a look at the playerhome yourself - feel free to do so, I upload the version I'm working on to the nexus as a "bugged" extraversion.To be found here: KK Vault Link to comment Share on other sites More sharing options...
TheChan Posted February 28, 2010 Share Posted February 28, 2010 Hmm...not sure. Add a PlaySound function right after the OnActivate line and see if the script is even working. Link to comment Share on other sites More sharing options...
Freakscar Posted March 1, 2010 Author Share Posted March 1, 2010 I can't tell *what* made my script go whack - but after deleting the "KKVcontrolpanel01" in the object list, recreating exactly the same activator as "KKVcontrolpanel01a" (using the same, untouched Script yet again) and reloading Geck - it worked again. Ah well.. it's Geck. What more is there to say. ;)Thanks for trying to help me, TheChan. Since I already opened this thread: Is there ANY website/tutorial/small hint about how to create some nice placeable water? I got all that "Reflected by" / "Refracted by" / WaterLights set up, have a Noise Map chosen in my World/Cell options, have created a new water w/no rad.. but all I see ingame is a pale blue surface. It ripples correctly, when I walk through it or jump in it - but apart of that there's no movement at all. I tried de/activating the fog, played around with the colors.. anything up to the noise generation tab - but nothing got me even the slightest change ingame. Its still a murky, deadsilent plane of water. I'm about to tear my hair out because of this. All I want is a small pond for KKV.. but NOT if that means it would be THAT ugly. ;)So.. any help on this topic would be awesome. I'm out of ideas here. *le sigh* FS Link to comment Share on other sites More sharing options...
TheChan Posted March 1, 2010 Share Posted March 1, 2010 Idk, try different water types. Link to comment Share on other sites More sharing options...
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