Tefnacht Posted May 26, 2015 Share Posted May 26, 2015 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 1No, my player home is not publicly available. I shamelessly nicked quite a few resources from various other mods to make it. Good luck. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 27, 2015 Author Share Posted May 27, 2015 (edited) You rock my friend. Working on it now! Would love to see what you're working on if you're ever in the mood to share a screenshot or something.I know what you mean too... THANK YOU! Edited May 27, 2015 by Guest Link to comment Share on other sites More sharing options...
Thumblesteen Posted May 27, 2015 Share Posted May 27, 2015 (edited) 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 >= 10Set TimerLimit to 30elseSet TimerLimit to Gameday + 20endifend 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 May 27, 2015 by Thumblesteen Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 27, 2015 Author Share Posted May 27, 2015 (edited) @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 May 27, 2015 by Guest Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 27, 2015 Author Share Posted May 27, 2015 (edited) Nevermind... I'm retarded. Figured out my problem with saving... Edited May 27, 2015 by Guest Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 27, 2015 Author Share Posted May 27, 2015 (edited) That script is pretty (*&(&*( awesome. :smile: Edited May 27, 2015 by Guest Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 27, 2015 Author Share Posted May 27, 2015 (edited) 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 May 27, 2015 by Guest Link to comment Share on other sites More sharing options...
Thumblesteen Posted May 28, 2015 Share Posted May 28, 2015 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. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted October 19, 2015 Author Share Posted October 19, 2015 Hey... can I ask you a question about the inventory script? I've been using it without any major issues and now it's suddenly started making the game freeze whenever I try to use the Base Inventory option. Can you think of what may be causing that? Could there be too many items in inventory? Link to comment Share on other sites More sharing options...
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