viking99 Posted March 27, 2011 Posted March 27, 2011 (edited) Hi I am currently doing a cutscene where I disable the player controls and a follower npcREF investigate a place and is blown up.I have solved the first part but I can´t get the explosion part to work. I have examined the TrapGrenadeBunchSCRIPT But I can´t figure out how do modify it. I doesn´t seem to have a damage component to it? I Can hear the click of the areatrigger activator so I must be within the script. I am also considering if I can use placeAtMe and place an explosion in the NPC inventory. Does anyone how I should proceed with it? ( I know the script includes many options to disable the grenades but I only need to blow up the NPC so in short I don´t mind if the extra components are in the script but I don´t need them.) Should I write a new script using PlaceAtMe and add an explosion to the npcREF or can this script be edited to fit my needs? I ´ll include the script here:scn TrapGrenadeBunchSCRIPT ; a bundle grenades tied to a tripwire short detected ;check to see if the player has activated the trap. 1=activated, 0=not activated short button ;0 = disarm, 1 = don't disarm short trapDiff ;difficulty of the trap. If the player's skill is higher, they beat the trap. ref grenade short doOnce short rewardXPOnce short XPForDisarm ;======================================== begin onLoad setStage NQlvl 1 set detected to 0 end ;======================================== begin onTrigger if doOnce != 1 set doOnce to 1 playsound3D TRPGrenadeBouquet do 5 ;damage for 5 points endIf end ;======================================== begin onActivate if getActionRef == player setVatsTarget 1 if getDestructionStage <= 1 ;this is so the player can't pick up an activated grenade and disarm if player.getAV explosives >= NQlvl.TRAPGrenadeBouquetSkillReq ;This var is set when the NQlvl stage is set to 1 ShowMessage TrapGrenadeDetectMsg ;do you want to take the grenades? set detected to 1; else ShowMessage TrapGrenadeClusterActivateLowSkillMsg NQlvl.TRAPGrenadeBouquetSkillReq endif endif elseif getActionRef != player if doOnce != 1 set doOnce to 1 playsound3D TRPGrenadeBouquet do 5 ;damage for 5 points endIf endif end ;============================================ begin onHit playsound3D TRPGrenadeBouquet end ;============================================ begin gameMode if detected == 1 ;don't run stuff in game mode unless recently activated set button to getButtonPressed ;grab the button state, you don't know when this will be set if button > -1 ;if a valid response is received start doing stuff if button == 1 ShowMessage TrapGrenadeHarvest ;player chose to get grenades and deactivate trap player.additem weapGrenadeFrag 3 disable if rewardXPOnce == 0 if NQlvl.TRAPGrenadeBouquetSkillReq< getGS iLockLevelMaxVeryEasy set XPForDisarm to 0 elseif NQlvl.TRAPGrenadeBouquetSkillReq< getGS iLockLevelMaxEasy set XPForDisarm to TrapXPRewardVeryEasy elseif NQlvl.TRAPGrenadeBouquetSkillReq< getGS iLockLevelMaxAverage set XPForDisarm to TrapXPRewardEasy elseif NQlvl.TRAPGrenadeBouquetSkillReq< getGS iLockLevelMaxHard set XPForDisarm to TrapXPRewardAverage elseif NQlvl.TRAPGrenadeBouquetSkillReq< getGS iLockLevelMaxVeryHard set XPForDisarm to TrapXPRewardHard else set XPForDisarm to TrapXPRewardVeryHard endif set rewardXPOnce to 1 rewardXP XPforDisarm endif endif set detected to 0 ;stop running stuff endif endif end Edited March 27, 2011 by viking99
viking99 Posted March 28, 2011 Author Posted March 28, 2011 I solved the problem using this script I`ll post it so someone else can learn from it. SCN HMWolfhornEXPSCRIPT short addOnce Begin OnTrigger HMBullsEyeRanchREF If Getstage HMQ4 == 60 && addOnce == 0 HMBullsEyeRanchREF.PlaceAtMe FakeMediumExplosion HMBullsEyeRanchREF.kill HMBullsEyeRanchREF EnablePlayerControls 1 1 1 1 1 1 1 SetStage HMQ4 65 set addOnce to 1 endif End
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