forli Posted July 31, 2010 Share Posted July 31, 2010 I'm creating a little mod to: - Hide the Health/Magicka/Fatigue bars when thay are at max. - Hide the weapon and magic icon: they are visible only when: in combat, with weapon out or when casting a spell. When no one of these conditions exist, after 5 seconds the script hide them. - Hide the durability bar (from DarNified UI) when you are unarmed or when your weapon has max health (Normally 100%, with 75+ armorer skill 125%) - Create a new HUD bar to show the current charge of the enchanted weapon (Only visible if you have equipped one) The problem is:I want to hide the durability and charge bar when the Player is unarmed (Hand to hand style in other words), but I don't know how:Basically, i need to know if the player is unarmed. Can somebody help me? Link to comment Share on other sites More sharing options...
Hickory Posted July 31, 2010 Share Posted July 31, 2010 I have no knowledge of OBSE scripting, but here is a command reference. It appears that you have access to functions such as: GetEquipmentSlot - returns the equipment slot of the objectIsWeapon - returns whether the object is a weapon That must give you some ideas. Link to comment Share on other sites More sharing options...
slygothmog Posted July 31, 2010 Share Posted July 31, 2010 Player.IsWeaponOut == 0 But hand to hand counts as having a weapon in hand Link to comment Share on other sites More sharing options...
forli Posted July 31, 2010 Author Share Posted July 31, 2010 GetEquipmentSlot ==> "Hand to Hand" isn't an object, it hasn't any ID, so also "IsWeapon" became useless IsWeaponOut ==> returns if the "reference" has sheated or unsheated his weapon (or fists), i don't think it returns if the player is using the fists. Link to comment Share on other sites More sharing options...
Hickory Posted July 31, 2010 Share Posted July 31, 2010 GetEquipmentSlot ==> "Hand to Hand" isn't an object, it hasn't any ID, so also "IsWeapon" became useless IsWeaponOut ==> returns if the "reference" has sheated or unsheated his weapon (or fists), i don't think it returns if the player is using the fists. From the reference:EquippableTypes with this quality can be equipped by a character.Values: Slot - short the equipment slot of the objectFunctions: GetEquipmentSlot - returns the equipment slot of the object slot:short reference.GetEquipmentSlot objectID:ref EquipMe - when called on an object in an actor's inventory, attempts to equip the object on the actor and runs the object's OnEquip script block if applicable. (nothing) ref.EquipMe From slot:short link:Equipment Slot IDs 4: hand... Return values only It appears if you have to detect whether the actor is holding a weapon in the hand slot. Link to comment Share on other sites More sharing options...
slygothmog Posted July 31, 2010 Share Posted July 31, 2010 Trust me IsWeaponOut returns true if you use hand to hand. Link to comment Share on other sites More sharing options...
forli Posted August 1, 2010 Author Share Posted August 1, 2010 Trust me IsWeaponOut returns true if you use hand to hand.I'm already using this function in the script. It return 1 if i'm ready to fight, also with a weapon (not only fists) and return 0 in any other case (also with weapon equipped but sheated).I need the function to detect if the player has no weapon equipped. @HickoryPlease, can you make write 2-3 line of script to show me your idea? Link to comment Share on other sites More sharing options...
Hickory Posted August 1, 2010 Share Posted August 1, 2010 @HickoryPlease, can you make write 2-3 line of script to show me your idea? Ok, like I said, I'm not a scripter, even less with OBSE, so these are musings. As I understand things the short ID for weapon is 16 and (GOV) weapon type is 103, so: ref weaponset weapon to player.GetEquippedObject 16 Will return 0 if no weapon equipped If you wanted to check what type of weapon is equipped: short typebegin OnEquipset type to GetObjectValue 103end Type codes for weapons (103): 0: Blade1H 1: Blade2H 2: Blunt1H 3: Blunt2H 4: Staff 5: Bow Does this ignite the spark? Link to comment Share on other sites More sharing options...
forli Posted August 3, 2010 Author Share Posted August 3, 2010 Thanks, it works! This is what I've done ref weapEquipSet weapEquip to GetEquippedObject 16 If weapEquip == 0 ; no reference = no weapon equipped (This is what i've missed) - - - - - else - - - - - endif KUDOS! Link to comment Share on other sites More sharing options...
Hickory Posted August 3, 2010 Share Posted August 3, 2010 Thanks, it works! This is what I've done ref weapEquipSet weapEquip to GetEquippedObject 16 If weapEquip == 0 ; no reference = no weapon equipped (This is what i've missed) - - - - - else - - - - - endif KUDOS! Sweet! Maybe I should delve into scripting more. :D Link to comment Share on other sites More sharing options...
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