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Help with Vendor Addscripts


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you could and then run a script to equip it too (thats how they make you wear the pipboy and clothing in the start of the game) now the issue would be adding to the random spawns (as i assume you are still trying to use scripts to add items without editing the base items)
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  On 5/11/2011 at 3:55 PM, majinshinsa said:

you could and then run a script to equip it too (thats how they make you wear the pipboy and clothing in the start of the game) now the issue would be adding to the random spawns (as i assume you are still trying to use scripts to add items without editing the base items)

 

 

would the script to equip a weapon be written like referenceID.equipitem ?

I've never used that line before so I have to ask.

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

 

Syntax

 

[help]

[ActorRefID].EquipItem ObjectID:ref NoUnequipFlag:int{0, 1} HideEquipMessage:int{0, 1}

Example

 

Player.EquipItem HuntingRifle 0 1

Notes

 

If NoUnequipFlag = 1, actor (including the player) will be unable to unequip the item. Once the item is unequipped with the UnequipItem function, the item can be equipped and unequipped as normal.

If HideEquipMessage = 1, the item equipped message will be hidden from the player.

In the case that the player has multiples of the specified item, it would appear that the item of lowest condition is the one equipped. If EquipItem is called on the same actor and in the same frame as AddItem or AddItemHealthPercent, however, the last item added is equipped instead.

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