smoblikat Posted June 26, 2010 Share Posted June 26, 2010 I have a mod that i made called The Salty Muffin and if you have played it you will notice that it has 2 "jammed doors" i put them there for later expansion so as not to close all my opportunities with that house. Well while doing the dishes i had the best idea ever i would make one of the doors scripted to teleport you to a mod idea that i had, (no spoilers) but i cant script for $h1t, i know a little bit of BASH but not alot of C so i was hoping if someone could help me out with my script what i want is:The door upon activation teleports you to a place (i know enough to input the names of the places you just need to leave me a blank spot to put them in) if your luck is level 75 or higher and if it is then a message box will appear saying something, again i will input what the box says, and if your luck is 74 or lower than it says the door is jammed and cannot open ,in a non message box. If i didnt explain what i need good enough i will try to clarify as best i can, hopefully when i see your script i can start to understand how real scripting works. THANK YOU SO MUCH for putting up with my noobiness, you should check out my mod http://tesnexus.com/downloads/file.php?id=32520 to see what doors i am talking about, its a house mod. Link to comment Share on other sites More sharing options...
TodaY Posted June 26, 2010 Share Posted June 26, 2010 here's you script scriptname > insert name < begin onactivate short doonce ; skip this line if you want the luck above 75 messagebox each time the door is activated, this makes sure it will only show once - I will indicate this with ;optional in the rest of the script begin onactivate if player.getactorvalue luck <= 74 message "The door is jammed shut and cannot be opened" ; don't forget the quotes elseif player.getactorvalue luck >= 75 & doonce == 0 messagebox "saying something" activate set doonce to 1 ; optional elseif player.getactorvalue luck >= 75 & doonce == 1 ;optional activate ;optional endifend happy modding! Link to comment Share on other sites More sharing options...
smoblikat Posted June 26, 2010 Author Share Posted June 26, 2010 here's you script scriptname > insert name < begin onactivate short doonce ; skip this line if you want the luck above 75 messagebox each time the door is activated, this makes sure it will only show once - I will indicate this with ;optional in the rest of the script begin onactivate if player.getactorvalue luck <= 74 message "The door is jammed shut and cannot be opened" ; don't forget the quotes elseif player.getactorvalue luck >= 75 & doonce == 0 messagebox "saying something" activate set doonce to 1 ; optional elseif player.getactorvalue luck >= 75 & doonce == 1 ;optional activate ;optional endifend happy modding! That was EXACTLY what i was looking for and i know what those variables mean so now i can kinda make some scripts on my own THANK YOU truly you are cool. Just a question before the doonce why do you put short what does it do? Link to comment Share on other sites More sharing options...
Deleted1848331User Posted June 26, 2010 Share Posted June 26, 2010 sounds like a cool mod, think i'll download it :) Link to comment Share on other sites More sharing options...
ub3rman123 Posted June 26, 2010 Share Posted June 26, 2010 Short is to declare the following phrase as a variable. Without it, the engine has no idea what to do with it. Link to comment Share on other sites More sharing options...
smoblikat Posted June 26, 2010 Author Share Posted June 26, 2010 thanks Link to comment Share on other sites More sharing options...
TodaY Posted June 26, 2010 Share Posted June 26, 2010 You sound like you'd be happy with more help, so here is a version of the script with everything explained ;p I also included a link for you to a site all about modding, this is the portal on scripting ;] scriptname > insert name < (this gives your script a name, much like an object ID... or rather, exactly like an object ID) short doonce (this is a variable, this can be set to any number, for more explanation or variables explore the link ;] ) begin onactivate (this makes the script run when a player or npc performs the action done by the action key, I've never tested this on inventory items) if player.getactorvalue luck <= 74 (this checks for the player's luck, this can also be used for any other skill or attribute. most of the commands can be used as "requirement") message "The door is jammed shut and cannot be opened" (message is a command that displays the entered text in the upper left corner of the screen) elseif player.getactorvalue luck >= 75 & doonce == 0 (this time the variable earlier in the script is used as requirement too. in this block doonce will be set to 1, preventing this block from running in the future) messagebox "saying something" (this is a message that draws more attention to the player, but it can be found very lore-breaking) activate (this makes the object do it's normal function, as this is interupted by the onactivate block) set doonce to 1 (this should be obvious ;) elseif player.getactorvalue luck >= 75 & doonce == 1 activate ;optional endif (endif is REQUIRED if you have an "if" block - it ends the requirements block)end (this ends this block, after this you can start a new one like "begin onequip player" or "begin gamemode" ) Scripting sitehappy modding !! ;D Link to comment Share on other sites More sharing options...
smoblikat Posted June 26, 2010 Author Share Posted June 26, 2010 Sweet site man and i really appreciate all the time it took to write down all that text if my mod comes out good ill donate it to shadow software so you can start earning some modding respcect, thanks alot all of you for your help, i hope to be a big part of the modding community. Link to comment Share on other sites More sharing options...
ub3rman123 Posted June 26, 2010 Share Posted June 26, 2010 Does using parenthesis for comments work? I thought it required the semicolon to declare a comment. Link to comment Share on other sites More sharing options...
Argomirr Posted June 26, 2010 Share Posted June 26, 2010 Does using parenthesis for comments work? I thought it required the semicolon to declare a comment.No. You have to use a semicolon if you want the compiler to ignore it. :happy: Link to comment Share on other sites More sharing options...
Recommended Posts