angelwraith Posted March 10, 2010 Share Posted March 10, 2010 ok so this is what i need.. i have this container..inside will be weapons. what i want to happen is onactivate a variable is set to sort the weapons on gamemode,, what i need is for the twohanded rifles to be removed and set in in the game with a set pos in z and x to be constant and for the Ypos to start with the first weapon at a certain y pos and add 13 to that position and place the next 2handed rifle there. i have a feeling this could be pretty easy with form lists and a loop..im just not sure how to implement it i think if i could add all the contents of a container to a form i could then do something like getnthform to go through the list and then a set pos with all the variables (of course "set y to y + 13")and then enable them ... and then loop to do all the contents all as long as they satisfy the weapon type == two handed rifle test idk its all REALLY confusing to me and i have a hunch 5 or 6 lines could fix my dilemma.. HELP PLEASE?!?! this would be a really nice addition to my mod.. would allow users to add all their suitable weapons to the gunrack in yjeir armory Link to comment Share on other sites More sharing options...
rickerhk Posted March 11, 2010 Share Posted March 11, 2010 ok so this is what i need.. i have this container..inside will be weapons. what i want to happen is onactivate a variable is set to sort the weapons on gamemode,, what i need is for the twohanded rifles to be removed and set in in the game with a set pos in z and x to be constant and for the Ypos to start with the first weapon at a certain y pos and add 13 to that position and place the next 2handed rifle there. i have a feeling this could be pretty easy with form lists and a loop..im just not sure how to implement it i think if i could add all the contents of a container to a form i could then do something like getnthform to go through the list and then a set pos with all the variables (of course "set y to y + 13")and then enable them ... and then loop to do all the contents all as long as they satisfy the weapon type == two handed rifle test idk its all REALLY confusing to me and i have a hunch 5 or 6 lines could fix my dilemma.. HELP PLEASE?!?! this would be a really nice addition to my mod.. would allow users to add all their suitable weapons to the gunrack in yjeir armory I do something similar with ammo - but here it is adapted to rifles. You need to have the very latest version of FOSE for the GetInventoryObject function to work. I have it as a spell, but it doesn't have to be that way. short iInvPos;Position in container short iItemType;form type short iItemCount short iFlagRemove ref rBaseInvObj;Current Base object in container short iWeaponType BEGIN ScriptEffectStart ;Search from bottom to top and remove unwanted rifles set iInvPos to MyContainerREF.GetNumItems Label 1 if (iInvPos) set iInvPos to (iInvPos - 1) set rBaseInvObj to (MyContainerREF.GetInventoryObject iInvPos) set iItemType to GetType rBaseInvObj if (iItemType == 40) ;weapon Form set iWeaponType to GetWeaponType rBaseInvObj if ((iweaponType == 5) || (weaponType == 6));two hand rifles and automatics set iflagRemove to 1 endif endif if (iFlagRemove) ;Do stuff with the rifles set iItemCount to MyContainerREF.GetItemCount rBaseInvObj MyContainerREF.RemoveItem rBaseInvObj iItemCount set iFlagRemove to 0 endif Goto 1 endif RHKNPCREF.RemoveSpell MoveMyRiflesEffect END Link to comment Share on other sites More sharing options...
angelwraith Posted March 12, 2010 Author Share Posted March 12, 2010 ok so this is what i need.. i have this container..inside will be weapons. what i want to happen is onactivate a variable is set to sort the weapons on gamemode,, what i need is for the twohanded rifles to be removed and set in in the game with a set pos in z and x to be constant and for the Ypos to start with the first weapon at a certain y pos and add 13 to that position and place the next 2handed rifle there. i have a feeling this could be pretty easy with form lists and a loop..im just not sure how to implement it i think if i could add all the contents of a container to a form i could then do something like getnthform to go through the list and then a set pos with all the variables (of course "set y to y + 13")and then enable them ... and then loop to do all the contents all as long as they satisfy the weapon type == two handed rifle test idk its all REALLY confusing to me and i have a hunch 5 or 6 lines could fix my dilemma.. HELP PLEASE?!?! this would be a really nice addition to my mod.. would allow users to add all their suitable weapons to the gunrack in yjeir armory I do something similar with ammo - but here it is adapted to rifles. You need to have the very latest version of FOSE for the GetInventoryObject function to work. I have it as a spell, but it doesn't have to be that way. short iInvPos;Position in container short iItemType;form type short iItemCount short iFlagRemove ref rBaseInvObj;Current Base object in container short iWeaponType BEGIN ScriptEffectStart ;Search from bottom to top and remove unwanted rifles set iInvPos to MyContainerREF.GetNumItems Label 1 if (iInvPos) set iInvPos to (iInvPos - 1) set rBaseInvObj to (MyContainerREF.GetInventoryObject iInvPos) set iItemType to GetType rBaseInvObj if (iItemType == 40) ;weapon Form set iWeaponType to GetWeaponType rBaseInvObj if ((iweaponType == 5) || (weaponType == 6));two hand rifles and automatics set iflagRemove to 1 endif endif if (iFlagRemove) ;Do stuff with the rifles set iItemCount to MyContainerREF.GetItemCount rBaseInvObj MyContainerREF.RemoveItem rBaseInvObj iItemCount set iFlagRemove to 0 endif Goto 1 endif RHKNPCREF.RemoveSpell MoveMyRiflesEffect END thank you for teh effort nut that doesnt quite fit what i need...i did get what i wanted working.. after hours of tinkering and failed attempts but its fine now..if you would like to see the result i would be glad to share otherwise just wanna say thanks again Link to comment Share on other sites More sharing options...
BloodyRain Posted May 8, 2010 Share Posted May 8, 2010 ok so this is what i need.. i have this container..inside will be weapons. what i want to happen is onactivate a variable is set to sort the weapons on gamemode,, what i need is for the twohanded rifles to be removed and set in in the game with a set pos in z and x to be constant and for the Ypos to start with the first weapon at a certain y pos and add 13 to that position and place the next 2handed rifle there. i have a feeling this could be pretty easy with form lists and a loop..im just not sure how to implement it i think if i could add all the contents of a container to a form i could then do something like getnthform to go through the list and then a set pos with all the variables (of course "set y to y + 13")and then enable them ... and then loop to do all the contents all as long as they satisfy the weapon type == two handed rifle test idk its all REALLY confusing to me and i have a hunch 5 or 6 lines could fix my dilemma.. HELP PLEASE?!?! this would be a really nice addition to my mod.. would allow users to add all their suitable weapons to the gunrack in yjeir armory I do something similar with ammo - but here it is adapted to rifles. You need to have the very latest version of FOSE for the GetInventoryObject function to work. I have it as a spell, but it doesn't have to be that way. short iInvPos;Position in container short iItemType;form type short iItemCount short iFlagRemove ref rBaseInvObj;Current Base object in container short iWeaponType BEGIN ScriptEffectStart ;Search from bottom to top and remove unwanted rifles set iInvPos to MyContainerREF.GetNumItems Label 1 if (iInvPos) set iInvPos to (iInvPos - 1) set rBaseInvObj to (MyContainerREF.GetInventoryObject iInvPos) set iItemType to GetType rBaseInvObj if (iItemType == 40) ;weapon Form set iWeaponType to GetWeaponType rBaseInvObj if ((iweaponType == 5) || (weaponType == 6));two hand rifles and automatics set iflagRemove to 1 endif endif if (iFlagRemove) ;Do stuff with the rifles set iItemCount to MyContainerREF.GetItemCount rBaseInvObj MyContainerREF.RemoveItem rBaseInvObj iItemCount set iFlagRemove to 0 endif Goto 1 endif RHKNPCREF.RemoveSpell MoveMyRiflesEffect END Thanks alot, without this thread and your example here I'd never found out about these undocumented functions of FOSE o,o helped me making my equipment recycler XD Link to comment Share on other sites More sharing options...
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