Jump to content

Elevator Script wierd result


Floatsup

Recommended Posts

I stripped out all the companion stuff to make this real easy to read, and saved it, so this part has an issue.

 

I have 3 floors that use this script. As a matter of fact its the same door, I don't think its a problem cause 2 out of the 3 floors work just fine. The last floor bottom doesnt work exactly right.

 

heres the script if someone could take a look at it.

 

scn FLBARElevatorDoorScript 

short levelselect 
short elevactive 
;short distillkey                 ;Not used yet

Begin OnActivate 

       showmessage FLBARelvselect 
       set elevactive to 1 

End 


Begin gamemode 

       if elevactive == 1 

               Set elevactive to 0 
               Set levelselect to GetButtonPressed 
	if levelselect == 0                       ; Do Nothing
                     	Elseif  levelselect == 1
	player.MoveTo FLBARelMarkerBarPlayer

				
	Elseif levelselect == 2
	player.MoveTo FLBARelMarkerBottlePlayer


	Elseif levelselect == 3
	player.MoveTo FLBARelMarkerBottomPlayer
	Endif	
				

Endif


End

 

What happens is the first 2 selctions work with no problem able to access flors 2 and 3

From floor 2, I can either go up to 1 or down to 3

 

From the third floor though, I can only go to floor 1. No menu item for the second floor.

 

Anyway see somethng I missed?

Edited by Floatsup
Link to comment
Share on other sites

I deleted it, and recreated the message file. Im not positive cause I didnt design this game, but because my bottom layer is almost the same name initially I think thats screwing it up. For the second floor its named FloatsDistillery, for the failing its named FloatsDistilleryBottom. Cell reference is checked out. So im at a loss. Just like Im at a total loss why my companions decided to walk into the bar area. For the first time. Ever. ANd I didnt change a damn thing. So I'm just gonna chock this up to learning curve, because I dont have access to the source code, and honestly its not a show stopper. Fustrating, but the show will go on.
Link to comment
Share on other sites

  On 2/25/2011 at 9:39 PM, Floatsup said:
For the second floor its named FloatsDistillery, for the failing its named FloatsDistilleryBottom.

That is the problem. Please note the description of getincell from the geck wiki:

  Quote

Example

Player.GetInCell Megaton

Returns a 1 if the player is in a cell that begins with "Megaton" and 0 otherwise. So this would return a 1 if the player was in MegatonPlayerHouse, MegatonCratersideSupply, etc...

So "getincell FloatsDistillery" is matching both floors.

Link to comment
Share on other sites

  On 2/25/2011 at 10:40 PM, davidlallen said:
  On 2/25/2011 at 9:39 PM, Floatsup said:
For the second floor its named FloatsDistillery, for the failing its named FloatsDistilleryBottom.

That is the problem. Please note the description of getincell from the geck wiki:

  Quote

Example

Player.GetInCell Megaton

Returns a 1 if the player is in a cell that begins with "Megaton" and 0 otherwise. So this would return a 1 if the player was in MegatonPlayerHouse, MegatonCratersideSupply, etc...

So "getincell FloatsDistillery" is matching both floors.

 

Ah good to know, I keep a notpad near for these things now.

 

 

Yup, that was it. Problem solved, thanks again

Thanks

Edited by Floatsup
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...