wardminator Posted December 25, 2010 Share Posted December 25, 2010 I am trying to make another exit/entrance to Gomorrah for a Penthouse that sits atop Gomorrah overlooking the strip. The Penthouse is open so in reality, the character is in TheStripWorldNV cell. That means they must exit Gomorrah, and then re-enter Gomorrah in order to leave. That brings me up and issue with the removing and re-equipping of weapons when you enter and leave. Testing has proven that the issue has to be addressed due to multiple CTDs while moving around Gomorrah. My idea is to set up a mirror of the main Gomorrah entrance for the Penthouse that works independently of one other. I have tried re-scripting the door, but the GECK refuses to save the script. Ever since the patch, the GECK no longer gives any error messages when you go to save the script, so I am left with a guessing game. I have tried running through the Script Validator that is linked to the GECK page, but the Validator finds multiplt errors in the original script as well. All items,markers, triggers and NPCs that need to be in the script have already been placed in the cells. All that is left is the scripting which is giving me fits. Can anyone look at this script and give some suggestions on what needs to be changed? scn PenthouseElevatorDoorScript ref Follower1ref Follower2float fTimerint bActivateref rActor begin onActivate set rActor to GetActionRef if (GetActionRef == Player && (this == PenthouseElevatorDoor02)) if (vGOMEntranceGuard2REF.GetFactionRelation Player != 1 && vGOMEntranceGuard2REF.GetDead == 0) disableplayercontrols endif ;Player.MoveTo vGomPlayerEnterMarker2 ;Autosave Activate Return endif if IsActionRef Player ;showwarning "Interior Door, should only activate when inside" enableplayercontrols set vdialoguegomorrah.iWeaponAlert to 0 set vDialogueGomorrah.bGunsAllowed to 0 if vDialogueGomorrah.iPlayerRemFaction == 1 player.addtofaction OmertaFaction 0 set vDialogueGomorrah.iPlayerRemFaction to 0 endif if vDialogueGomorrah.iInGomorrah == 0 Player.Moveto vGomPortMarker2 vGOMEntranceGuard2REF.ResetAI return endif if vDialogueGomorrah.iInGomorrah >= 1 set vDialogueGomorrah.iInGomorrah to 0 vGOMPlayerEquipmentContainer.removeallitems player set Follower1 to PenthouseExitTriggerREF.Follower1 set Follower2 to PenthouseExitTriggerREF.Follower2 if Follower1 != 0 vGOMCompanion1EquipmentContainer.RemoveAllItems Follower1 set PenthouseExitTriggerREF.Follower1 to 0 endif if Follower2 != 0 vGOMCompanion2EquipmentContainer.RemoveAllItems Follower2 set PenthouseExitTriggerREF.Follower2 to 0 endif endif Activate set bActivate to 1 elseif (rActor.GetPlayerTeammate && (this == PenthouseElevatorDoor02)) rActor.moveto vGomCompanionEnterMarker2 else Activate endifend begin GameMode if bActivate == 1 set fTimer to fTimer + GetSecondsPassed if fTimer >= .5 set bActivate to 0 set fTimer to 0 if vGomEntrancEGuard2Ref.GetDead == 0 vGomEntranceGuard2Ref.MoveTo VGOMEntranceGuardMarker2 vGOMEntranceGuard2REF.ResetAI endif if Follower1 != 0 vGOMCompanion1EquipmentContainer.RemoveAllItems Follower1 set PenthouseExitTriggerREF.Follower1 to 0 endif if Follower2 != 0 vGOMCompanion2EquipmentContainer.RemoveAllItems Follower2 set PenthouseExitTriggerREF.Follower2 to 0 endif endif endifend Any help would be appreciated. I would name my first born after you, but it is about 15 years too late for that. Link to comment Share on other sites More sharing options...
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