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Script Help


Jasmiyne

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Hi, new at this.

1) Trying to create a script that will force start (startconversation) between a player and npcref1. It's a one line conversation. At end, npcref2 is (moveto) player.ref. He is set to frenzy and proceeds to try and kill player.

2) Conditions for it to fire are that the player>=level 15 AND player is in a freeside cell.

3) I have attached the script as a quest.

4) It is set to begin ongame (or gamemode, whatever)

 

The above WORKS. My problem is this: everytime the player.ref comes near npcref1, and player.ref does not meet both of the above specifications (min. level and required cell location), the script fires by moving the view in, then out. The character is screwed-up from that point on.

What I WANT to do is make it so that the quest script won't fire UNTIL the player is level>=15 and in a Freeside cell.

 

Like I said, I'm real new at this. I'm sure it's very simple. I've been scouring scripts in GECK and on websites for hours. Thought I'd throw it up here.

 

thanks

Edited by Jasmiyne
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scn Genericscript

 

 

Begin gamemode

 

MYNPCref.Startconversation Player Killtopic

 

 

end

 

===========================================

 

The script works, it does what I want it to do. Unfortunately, I don't know how to make it NOT do it until: 1) The Player is at least 15th level and 2) Tha player is in Freeside. As it's written, MYNPCref tries (understandably) to execute the script. When my Player is near MYNPcref, is get a 'zooming in', as if it's starting the conversation topic, then a 'zooming out' when the conversation topic (which is set in the quest dialogue options to not appear as a dialogue option with MYNPC until player is at least 15th level, and in a Freeside Cell) realizes my player isn't 15thlevel and currently in Freeside.

Thoughts, or am I not being specific enough?

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scn Genericscript

 

 

Begin gamemode

if player.getlevel >= 15 && player.getincell (Freeside Cell Here,find it in the Cell View)

MYNPCref.Startconversation Player Killtopic

endif

 

 

end

 

 

http://geck.bethsoft.com/index.php/GetInCell

http://geck.bethsoft.com/index.php/GetLevel

 

 

Thanks Aragron, but it did not work. The getlevel req works, but only when I take out the geincell. I had player.getinworldspace freesideworld ==1. It saved the script fine, but it doesn't fire when that qualifier is present.

Edited by Jasmiyne
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Yes, because if you are inside, there's about a dozen cells:

 

if (player.GetInCell FreesideAtomicWrangler || player.GetInCell FreesideFortInterior || ...etc)

 

For outside, there's three:

 

if (player.GetInWorldSpace FreesideWorld || player.GetInWorldSpace FreesideNorthWorld || player.GetInWorldSpace FreesideFortWorld)

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Yes, because if you are inside, there's about a dozen cells:

 

if (player.GetInCell FreesideAtomicWrangler || player.GetInCell FreesideFortInterior || ...etc)

 

For outside, there's three:

 

if (player.GetInWorldSpace FreesideWorld || player.GetInWorldSpace FreesideNorthWorld || player.GetInWorldSpace FreesideFortWorld)

 

I traveled around freeside areas to see if I could get it to trigger.

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  • 10 months later...

I know it's been a while since you posted this, but I thought I would put in my two cents anyway....

 

you could try something dirty like this...

 

Scn YourScript

Short DoOnce

Begin Gamemode

if DoOnce == 0 && player.getlevel >= 15 
set DoOnce to 1
endif

if Doonce == 1 && player.getincell (editorid)
MYNPCref.Startconversation Player Killtopic
set DoOnce to 2
endif

end

 

a good test to see if your script is firing ... I make a message sometimes that says "this works" and then use the showmessage command. Sometimes it's not the script that isn't working I've found.

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