Tagaziel Posted November 9, 2010 Posted November 9, 2010 I've had a revelation today on how to make scripted item descriptions work. However, I can't quite get the script to work: Quote scn ADM9mmPistolScript Begin MenumodeOnEquip PlayerShowMessage ADM9mmPistolDescEnd Basically, when the item is equipped (will swap that for OnActivate in regards to drugs and other stuff), a message box with the description will be displayed. The script fails to save, though and I can't test it. That's stage one. Stage two will be tying it to a variable, so the message will only display if the player is in examine mode (the variable is set to true). So, in essence... Halp plz I will credit people who help me get this to work as guardian angels of my item description mod. :)
ShooterAndy Posted November 9, 2010 Posted November 9, 2010 Uhm, AFAIU you should either write:begin MenuModeORbegin OnEquip PlayerThose are two different block types and can't be used simultaneously. Then again, I'm a newbie in TESIV/FO3/FNV scripting too, so I could be wrong.
Tagaziel Posted November 9, 2010 Author Posted November 9, 2010 I've treid using only one blocktype. Doesn't work. It saves the scriptname correctly, so I'm sure it's not a "doesn't save scripts!" issue.
ShooterAndy Posted November 9, 2010 Posted November 9, 2010 Well obviously it wouldn't work just if you deleted one blocktype. I've just pointed out why the script didn't saved - it couldn't be compiled. You need to edit it like this:scn ADM9mmPistolScript begin OnEquip Player ShowMessage ADM9mmPistolDesc endand then set this script to your pistol.THis should work.
Tagaziel Posted November 9, 2010 Author Posted November 9, 2010 Does not save. Weird. Apparently, it doesn't understand the showmessage command.
ShooterAndy Posted November 9, 2010 Posted November 9, 2010 On 11/9/2010 at 10:48 PM, MikaelGrizzly said: Does not save. Weird. Apparently, it doesn't understand the showmessage command.No, it can't be so. I've just tested and saved it in my GECK. Check that you actually have the message by this name and the type of the script (should be object).
Tagaziel Posted November 9, 2010 Author Posted November 9, 2010 Worked, just tested. Now to make it so that it only works if a variable is set to 1... EDIT: WORKS! I'm about to do a jig o' happiness!
Cipscis Posted November 10, 2010 Posted November 10, 2010 On 11/9/2010 at 10:12 PM, MikaelGrizzly said: (will swap that for OnActivate in regards to drugs and other stuff)That's not how OnActivate works. An OnActivate block is triggered when a reference is activated, for example by the player walking up to it, aiming at it, and pressing their "activate" key. OnActivate blocks will not run on inventory items while they are in an inventory. Ingestibles can trigger effect scripts if set up properly, and books should trigger OnEquip blocks, but not all inventory items can trigger scripts when clicked on in the player's inventory. Cipscis
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