Korodic Posted June 14, 2011 Share Posted June 14, 2011 So I've come to a problem I'm not sure how to fix. I'm trying to use a terminal to resurrect an actor, which in this case is a creature. I have 3 creatures, their ref's are:L1C1L1C2L1C3 How would I go about this? I tried this in the terminal script area:begin OnActivate if L1C1.GetDead == 1 L1C1.Resurrect 1endif if L1C2.GetDead == 1 L1C2.Resurrect 1endif if L1C3.GetDead == 1 L1C3.Resurrect 1endif end However... being OnActivate freezes the console and still doesn't give the desired effect. Help? :'( Link to comment Share on other sites More sharing options...
TheTalkieToaster Posted June 15, 2011 Share Posted June 15, 2011 Terminal scripts are probably Result Scripts like quest stage scripts, perk activate scripts and so on- they don't have or need blocktypes. Link to comment Share on other sites More sharing options...
PaladinRider Posted June 15, 2011 Share Posted June 15, 2011 I would set the condition of the terminal option to check if they are dead, like you've done in your script. Then you just need three lines in the terminal script area - the resurrect commands. Link to comment Share on other sites More sharing options...
Korodic Posted June 15, 2011 Author Share Posted June 15, 2011 I would set the condition of the terminal option to check if they are dead, like you've done in your script. Then you just need three lines in the terminal script area - the resurrect commands.ah yes, I understand what you are saying... Yes it did work. However, I have new questions. When they began to resurrect, they didn't get back their missing limbs (the console command for resurrect is definitely better; but I'm assuming this may be the best I get as far as scripting?) Also their animations are really off... Am I not setting something? I did read a little bit from here: "http://geck.bethsoft.com/index.php/ResurrectActor" but I didn't understand it fully. Link to comment Share on other sites More sharing options...
greywaste Posted June 15, 2011 Share Posted June 15, 2011 I would set the condition of the terminal option to check if they are dead, like you've done in your script. Then you just need three lines in the terminal script area - the resurrect commands.ah yes, I understand what you are saying... Yes it did work. However, I have new questions. When they began to resurrect, they didn't get back their missing limbs (the console command for resurrect is definitely better; but I'm assuming this may be the best I get as far as scripting?) Also their animations are really off... Am I not setting something? I did read a little bit from here: "http://geck.bethsoft.com/index.php/ResurrectActor" but I didn't understand it fully.I think the problems are caused by the 1 after the resurrect, try just resurrect by itself? Link to comment Share on other sites More sharing options...
Korodic Posted June 15, 2011 Author Share Posted June 15, 2011 I would set the condition of the terminal option to check if they are dead, like you've done in your script. Then you just need three lines in the terminal script area - the resurrect commands.ah yes, I understand what you are saying... Yes it did work. However, I have new questions. When they began to resurrect, they didn't get back their missing limbs (the console command for resurrect is definitely better; but I'm assuming this may be the best I get as far as scripting?) Also their animations are really off... Am I not setting something? I did read a little bit from here: "http://geck.bethsoft.com/index.php/ResurrectActor" but I didn't understand it fully.yes that seemed to do it. You saved me a good amount of time with tinkering with it :P New problem, (while im at it) While scrolling through the functions page, which function will accomplosh this problem? If my character has a specific item on him (a pass) what function will get a count, or a true/false of whether the item is in the PC's inventory? Link to comment Share on other sites More sharing options...
PaladinRider Posted June 15, 2011 Share Posted June 15, 2011 GetItemCount Used as in referenceid.GetitemCount itemid == 0Will pass if reference has 0 of itemid in their inventory Link to comment Share on other sites More sharing options...
Korodic Posted June 15, 2011 Author Share Posted June 15, 2011 (edited) thanks I dont know how I missed that one :( Edited June 15, 2011 by Skibblets Link to comment Share on other sites More sharing options...
Korodic Posted June 15, 2011 Author Share Posted June 15, 2011 Ran into a new issue (sorry not used to scripting fully :( ) ok so I'm making a terminal that will revive creatures. It costs money, but you can redeem a voucher, or you can use a card that will not cost a thing. Here is my script so far (doesn't work...): int watchvariableset watchvariable to 0 ;meaning no requirements have been met if (player.GetitemCount Caps001 > 25) ;Capsset watchvariable to 1end if if (player.GetitemCount jdPassCardBluex1FREEResetArmory >= 1) ;Free passset watchvariable to 2end if if (player.GetitemCount jdPassCardRedPermFreeReset == 1) ;Infinite free passset watchvariable to 3 ;so the watchvariable won't exit due to 0 var.end if if (watchvariable==1)player.RemoveItem Caps001 25endif if (watchvariable==2)player.RemoveItem jdPassCardBluex1FREEResetArmory 1endif if (watchvariable==0) ;You have no cash/cards/vouchersendendif L1C1.ResurrectL1C2.ResurrectL1C3.Resurrect NOTE: My issue might be the conditionals... I'm thinking they are kinda like JAVA but idk. Link to comment Share on other sites More sharing options...
PaladinRider Posted June 15, 2011 Share Posted June 15, 2011 Where is this script, in the terminal? It's endif not end if. It looks like you are ending the game block inside the conditional block Get Geck Powerup (on the nexus). I'd link you but im on my phone Link to comment Share on other sites More sharing options...
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