blackhand8657 Posted January 5, 2015 Share Posted January 5, 2015 I'm making a hidden bunker for fnv and would like to know what script would allow me to place a weapon/item on the wall/surface as an activator, and once it's activated, it executes the 'player.additem' command then something like 'deleteme' command to remove the activator. i would love to just be able to place the actual weapon/item but we all know the second you breathe on them, everything else thats not static moves out of place. anyway, i think i've seen a script for something like this before but dont remember where or how its done Link to comment Share on other sites More sharing options...
ArekkusuStorm Posted January 5, 2015 Share Posted January 5, 2015 (edited) Hmm, I'm not an expert at scripts yet but you could possibly have the activator already placed and enable/disable whenever you place the weapon in a container (or something)/take it So you'd put Begin OnActivate player.additem XXXXXXXX Disable End on the activator. You could add in markfordelete after the disable but you'd have to figure out how to placeatme at certain coordinates when you're placing the item back on the wall unless you move the activator after spawning. And then whenever you put the weapon into - say - a container, enable the reference. <- Not sure how to check if a weapon is in a container yet. Edited January 5, 2015 by ArekkusuStorm Link to comment Share on other sites More sharing options...
blackhand8657 Posted January 5, 2015 Author Share Posted January 5, 2015 Hmm, I'm not an expert at scripts yet but you could possibly have the activator already placed and enable/disable whenever you place the weapon in a container (or something)/take it So you'd put Begin OnActivate player.additem XXXXXXXX Disable End on the activator. You could add in markfordelete after the disable but you'd have to figure out how to placeatme at certain coordinates when you're placing the item back on the wall unless you move the activator after spawning. And then whenever you put the weapon into - say - a container, enable the reference. <- Not sure how to check if a weapon is in a container yet. well, i'm not looking to make it go back on the wall or anything like that, atleast not yet anyway (although it'd be awesome for something like that, similar to Skyrims weapon racks/plaques. however, what i'm looking for though is just a simple, activate->give item->delete activator. thats all i need it to do. appreciate the feedback Link to comment Share on other sites More sharing options...
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