Floatsup Posted February 25, 2011 Share Posted February 25, 2011 (edited) 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 3From 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 February 25, 2011 by Floatsup Link to comment Share on other sites More sharing options...
davidlallen Posted February 25, 2011 Share Posted February 25, 2011 This isn't because of your script. (Please use [ code ] and [ /code ] next time to increase readability). It's because of the conditions in your message box. The message box has its own conditions, and if those fail, then the buttons do not appear. Link to comment Share on other sites More sharing options...
Floatsup Posted February 25, 2011 Author Share Posted February 25, 2011 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 More sharing options...
davidlallen Posted February 25, 2011 Share Posted February 25, 2011 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 MegatonReturns 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 More sharing options...
Floatsup Posted February 25, 2011 Author Share Posted February 25, 2011 (edited) 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 MegatonReturns 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 againThanks Edited February 25, 2011 by Floatsup Link to comment Share on other sites More sharing options...
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