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Crafting Script - Pull items from a Container


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Hello Namaskar.

 

I would suggest to simply create a completely new NPC from scratch (not duplicating any existing one) and leaving everything at the default settings. He doesn't even need a name, just some ID.

 

You got that exactly right about the cell. Just a new interior cell that is not connected to the game world in any way. Stick the dummy NPC in there and give it a reference name so you can access it from scripts. The cell can be completely empty with just the NPC "floating" in there, although I usually create at least a floor tile and a simple nav mesh when I create dummy cells for NPCs.

 

I see no reason why you couldn't activate the work bench activator from a terminal button script if it is a persistent reference. It should look something like this, if I remember correctly:

WorkBenchREF.Activate Player 1

No, my player home is not publicly available. I shamelessly nicked quite a few resources from various other mods to make it.

 

Good luck.

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Oh, did I say savant? I meant idiot savant. See what I mean? Too dumb to even know what I am.

 

Anyhow, for the timer, I think there is a gameday global. So I would go with:

 

Float TimerLimit

 

If GameDay >= 10

Set TimerLimit to 30

else

Set TimerLimit to Gameday + 20

endif

end

 

The gameday might be something else, check the globals or the GECK wiki just to be sure. But I use a similar hour based script for scripted enemies that attack a player home I am making. Should work well enough with days too. Just remember the condition, as otherwise it might make an impossible timer. Since there is no 36th of April, for instance. Also means that trees will grow faster towards the end of the month. You can fix that, but the maths involved for that makes my head hurt.

Edited by Thumblesteen
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@Thumblesteen - ;)


No offense taken.. To be honest, I'm surprised that 90% of my scripts work. They are all cobbled together with a bit of code from here or something from there... and a lot of frustration. While you're a savant, I'm more akin to Forest Gump without the good luck.

I know connceptually what I want to do.. have a horrible time trying to get there though.

on the timer - better way of doing that you know of? Again, I really struggle with scripting - it doesnt come naturally to me at all. :/

THANKs for the code and the feedback!

 

 

You rock too... going to try that next. Thanks again!

Edited by Guest
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Wonder if you all have any thoughts/suggestions on this: What I am trying to do is when you equip the Radio (Handheld) it brings up message that gives you options (kind of like a terminal) - 1. you can access base storage and move items between your inventory and base storage - this would sort of be a cheat if players wanted to use it in the field. Esp. important because of the way I've set up a Base Storage and building. 2. do nothing 3. More options can be added later, like putting in a crafting "order" , calling in help from troops, (and anything else the terminal at the base might let you access)..

Anyway, for now it's just base inventory. Problem is, I can equip it (right now it's a weapon) but when you activate it through Readius... you never get past the readius screen. Plus, it plays the sound I selected over and over. Any ideas?

scn BlackbriarHandheldRadioScript
int button
Begin OnEquip Player ;only when player equips it
ShowMessage BlackbriarHandheldRadioMSG ;Show "What would you like to do?" message
End
Begin MenuMode ;selections start here
set button to GetButtonPressed
if (button ==0) ; opens base storage
BlackbriarBaseStorageRef.Activate Player 1 ; open container
Player.unequipitem BlackbriarHandheldRadio 0 1 ;unequip item << ----is the code here the problem?>>
endif
if (button ==1) ; Player selects "nevermind"
playsound UIRadioStaticLP ; play radio sound <<---guessing the sound choice LP is the cause of the sound continuing to play >>
player.unequipitem BlackbriarHandheldRadio 0 1 ;unequip item << --- is the code here the problem?>>
endif
End
Edited by Guest
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You're using a looping sound, first of all. That's what causes the sound bug. Track down UIRadioStaticLP and make a new form of it. Like, say, UIRadioStatic. Uncheck the loop property.

 

That's issue one solved right there, no scripting required.

 

As for the second issue... I'd recommend making an activator. As the player equips the radio, unequip it, tell it to place the activator at the player with a placeatme command.

 

Then, make the activator show the message in an OnLoad block when the player is no longer seeing the inventory screen. This might deal with any interface incompatibilities. Just remember the markfordelete when the player exits the radio dialogue.

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