angelwraith Posted April 10, 2011 Share Posted April 10, 2011 (edited) @ rickerhk& davidlallen& FloatsUP umm whats wrong with my way? if anything at all is the crosshair ref a return will prevent the chair from activating.. if you're not looking at an activator.. up you stand.. and you dont have to tell anyone anything special they will sit as normal and as far as they are concerned they will stand as normal as you dont usually look at an activator when you are attempting to stand up. just use: SCN AAAChairDoNotActivateScript ref meREF begin onActivate set meREF to getSelf if player.getCrosshairRef == meREF || player.getCrosshairRef == 0 ACTIVATE else return endif END *EDIT* simplified script again so you dont evern have to set the chair to persistent or name it or anything like that.if you attach this script to a chair ALL copies of that chair will work as well now. no need to set names. attach to the chair you want this to be on and YOU ARE DONE. JUST TESTED IN GAME, this script works EXACTLY as prescribedi tested it activating containers as well so i know it does what you need. Edited April 10, 2011 by angelwraith Link to comment Share on other sites More sharing options...
rickerhk Posted April 11, 2011 Share Posted April 11, 2011 @ rickerhk& davidlallen& FloatsUP umm whats wrong with my way? Nothing wrong with it at all. It looks to be the most straight forward way. The more ways we know how to do things, the better off we all are ;) A lot of people, for various reasons, prefer not to use NVSE, so I provided a possible non-NVSE way to do it. Link to comment Share on other sites More sharing options...
angelwraith Posted April 11, 2011 Share Posted April 11, 2011 @ rickerhk& davidlallen& FloatsUP umm whats wrong with my way? Nothing wrong with it at all. It looks to be the most straight forward way. The more ways we know how to do things, the better off we all are ;) A lot of people, for various reasons, prefer not to use NVSE, so I provided a possible non-NVSE way to do it. ooooh ok.i was wondering why there was a need to provide a longer route to a simple problem but if you were avoiding NVSE i get it.personally i cant mod without nvse.. there are just waaay to many reasons for someone like me who focuses on function to require it for the fans of my mods. like refwalking and loops.2 reasons every scripter should be familiarized with NVSE. hell i required FOSE in fo3 and never got a single complaint..but then again, that mod is known for all the UNIQUE features it offered. Link to comment Share on other sites More sharing options...
Floatsup Posted April 11, 2011 Author Share Posted April 11, 2011 Im just waiting to hear back rfom sputnik, as soon as I get him up to speed, Im going to using NVSE. There's actually too many features I could really use by going that route. Just waiting on him at this point. Thanks a million to everyone. Cheers Link to comment Share on other sites More sharing options...
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