LuckyMouse Posted December 5, 2010 Share Posted December 5, 2010 (edited) Alright, so I'm relatively unaccustomed to making scripts in GECK in general, but this one is giving me a really hard time. I'm trying to make a pretty simple script: ref cont short active short anim begin onequip set cont to getcontainer set active to 1 end begin onunequip set active to 0 end begin ondrop set cont to 0 end begin gamemode if(cont) if(active) if(cont.GetAnimAction == 2 && anim == 0) set anim to 1 elseif(cont.getanimaction != 2 && anim == 1) ;WEAPON FIRED set anim to 0 cont.fireweapon WHATEVER endif endif else set cont to getcontainer if(cont) if(cont.getequipped THISWEAPON) set active to 1 endif endif endif end As it is now it causes a weapon to fire the same projectile as another weapon when it's used to attack. I'm basically using it to make melee weapons fire lasers when they're swung. It does that just fine, but I want to make a small revision so that the laser only fires if you attack with the weapon while you're guarding. I've been told the NVSE command IsControlPressed can be used for that, but I've never used NVSE before now so I have no clue how it works or how to add it into my existing script. If someone could show me what revisions to make I'd be totally grateful. I'd really like to get this script finished today so I can start my new run. Edited December 5, 2010 by LuckyMouse Link to comment Share on other sites More sharing options...
WastelandAssassin Posted December 5, 2010 Share Posted December 5, 2010 i think that you can do this with this function can't be sure, as i never knew these functions existed before (never looked at the script extender functions)but from what it says, it should probably be what you need Link to comment Share on other sites More sharing options...
LuckyMouse Posted December 5, 2010 Author Share Posted December 5, 2010 (edited) That could probably work too from the looks of it, but the issue is that I've never looked at these script extender functions before either. I know IsControlPressed will work because that function was suggested to me by someone who did a code like this, but I don't know how to tie that function to the guard key and add it in to the script I already have. I hate to admit it but I'm not very good with scripting because I rarely have to use it for my normal GECK projects and I only got my melee projectile script working through luck and tinkering. I guess to be a bit more direct I'm wondering if anyone could actually give me the lines of script I need to add and tell me where to put them in. Script extender functions are way out of my league. Edited December 5, 2010 by LuckyMouse Link to comment Share on other sites More sharing options...
Nekhanimal Posted December 6, 2010 Share Posted December 6, 2010 (edited) Aww, feelin' small in the saddle? Ol' Nekh is here to help ya get back on the trail! Basically, do what them helpful folks at the NVSE site say about downloadin' and installin' it right. Then, start the GECK usin' NVSE. Now you oughta be able to use them fancy NVSE functions, like IsControlPressed. Them pages here:http://geck.bethsoft.com/index.php/Function_Pagehttp://fose.silverlock.org/fose_command_doc.htmlis your new best friends. Now, once you're cookin' with NVSE, you'll wanna be attaching this little script here to that six-shooter of yours: scn DumbScript ref rUser int bGuarding int bAttacking begin gamemode set rUser to getContainer; if (rUser) else return; endif if (iscontrolpressed 6) set bGuarding to 1; else set bGuarding to 0; endif if (iscontrolpressed 4) set bAttacking to 1; else set bAttacking to 0; endif if (bGuarding) if (bAttacking) rUser.fireweapon SomeWeapon; endif endif end Now, I can't tell ya for sure whether this script here's totally bona fide, but by my reckoning it oughta be just fine. So there ya have it! Edited December 6, 2010 by Nekhanimal Link to comment Share on other sites More sharing options...
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