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3 can you do this Mod questions


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  • 10 months later...

If you're around, I could use your help! I picked the mod back up after losing a lot of work on it. I know we had the power/lighting scripts working but for some reason they wont now...and I cant remember what we fixed or changed to make it work last time....

 

i'm not that good at quests yet (just started modding two months and something ago), so i try to avoid them whereever i can (yet)... hehe... ;-)

 

You already know how to do it, you just don't know you do :)

 

A quest script is just like a persistent object, with its' own built in timer.

So in the script above where you said to increase YourTerminalREF.Fuel, that just changes to BaseEnergyQuest.fuel

and the gamemode block in the quest script will run every 5 secs by default (and easy to change).

See! nothing to it :) You don't *need* to define any stages/dialog etc.

 

@namaskar, glad you like it :)

 

If you've not already seen them, check out the default set of containers. They may save you creating your own.

They're in the Palette Editor files - using the P.E. makes designing and placement much easier.

But yes, if you want to assign some stating defaults, creating your own crates is the way to go :thumbsup:

See the container_weights.txt file. That shows the weight to assign to your container base form, for the corresponding category(s).

It's a good idea to have a clean save (meaning before you installed your mod), outside of your cell.

Each time you want to test it, load the clean save, enter and activate any of the containers.

As you do this there'll be a message printed to console summarising the designer defaults - so it's easy to check that it is setup how you think it should be.

 

 

Anyway, that's the thinking... a lot to do...and 'm no expert at scripting so it will be a long road... but thats the goal. Any and all help/cooperation/suggestions will be appreciated.

Apart from the camera part (I wouldn't know where to start that), I think they're all achievable.

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Still having a problem getting these scripts working again. (they were working before I lost some updates to the script_)

 

Can't figure out WHAT I'm missing....

 

 

This is the 3 scripts that will run the lights/fuel at the base as part of a quest. for those that are good with coding, I had this system working perfectly BEFORE I lost my main files and had to start back with an earlier version. However, now I can find the error that is keeping the system from working.

 

Perhaps someone can find the error I'm making (or by looking into the esp)...

 

 

POWER BASE SCRIPT {RAN AS PART OF THE BASE QUEST}

---

scn BlackbriarPowerBaseQuestScript

 

int Fuel ; This is the total fuel units in stock

int FuelRqd ; This is the calculated amount that will be used in a single 5 second period

 

Begin GameMode

If Fuel

Else

return

Endif

 

set FuelRqd to 0

 

;Lghts1 uses 3 unit of Fuel/5sec

If BlackbriarLgts1.GetDisabled

Else

set FuelRqd to FuelRqd + 3

Endif

 

;Lghts2 uses 1 unit of Fuel/5sec

If BlackbriarLgts2.GetDisabled

Else

set FuelRqd to FuelRqd + 1

Endif

 

;Lghts3 uses 2 unit of Fuel/5sec

If BlackbriarLgts3.GetDisabled

Else

set FuelRqd to FuelRqd + 2

Endif

 

;Lghts4 uses 1 unit of Fuel/5sec

If BlackbriarLgts4.GetDisabled

Else

set FuelRqd to FuelRqd + 1

Endif

 

;Lghts5 uses 1 unit of Fuel/5sec

If BlackbriarLgts5.GetDisabled

Else

set FuelRqd to FuelRqd + 1

Endif

 

;Lghts6 uses 1 unit of Fuel/5sec

If BlackbriarLgts6.GetDisabled

Else

set FuelRqd to FuelRqd + 1

Endif

 

;Lghts7 uses 1 unit of Fuel/5sec

If BlackbriarLgts7.GetDisabled

Else

set FuelRqd to FuelRqd + 3

Endif

 

;Lghts8 uses 1 unit of Fuel/5sec

If BlackbriarLgts8.GetDisabled

Else

set FuelRqd to FuelRqd + 1

Endif

 

;Lghts9a uses 1 unit of Fuel/5sec

If BlackbriarLgts9a.GetDisabled

Else

set FuelRqd to FuelRqd + 1

Endif

 

;Lghts10a uses 1 unit of Fuel/5sec

If BlackbriarLgts10a.GetDisabled

Else

set FuelRqd to FuelRqd + 1

Endif

 

;Lghts11 uses 1 unit of Fuel/5sec

If BlackbriarLgts11.GetDisabled

Else

set FuelRqd to FuelRqd + 1

Endif

 

;Lghts12 uses 1 unit of Fuel/5sec

If BlackbriarLgts12.GetDisabled

Else

set FuelRqd to FuelRqd + 1

Endif

 

;Subtract the fuel used

set Fuel to Fuel - FuelRqd

 

;Turn off all power users when Fuel runs out.

If Fuel < 1

set Fuel to 0

BlackbriarLgts1.Disable

BlackbriarLgts2.Disable

BlackbriarLgts3.Disable

BlackbriarLgts4.Disable

BlackbriarLgts5.Disable

BlackbriarLgts6.Disable

BlackbriarLgts7.Disable

BlackbriarLgts8.Disable

BlackbriarLgts9a.Disable

BlackbriarLgts10a.Disable

BlackbriarLgts11.Disable

BlackbriarLgts12.Disable

 

Endif

 

End

 

 

 

 

$$$$$$$$$$$$$$$$$$$$ NEXT SCRIPT$$$$$$$$$$$$$$$$$$$$$

 

Fuel Tank Script

 

scn BlackbriarFuelTank

Begin onActivate

If GetQuestRunning BlackbriarPowerBaseQuest

Else

StartQuest BlackbriarPowerBaseQuest

Endif

 

If player.GetItemCount FissionBattery

player.removeItem FissionBattery 1

set BlackbriarPowerBaseQuest.Fuel to BlackbriarPowerBaseQuest.Fuel + 1500

Else

; ShowMessage BlackbriarPowerNoBatteries ; Uncomment when/if you want to display a msg.

Endif

End

 

 

$$$$$$$$$$$$$$$$$$$NEXT SCRIPT$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

 

Power light script

 

ScriptName BlackbriarPowerLightScript

 

ref light

 

Begin OnActivate

if BlackbriarPowerBaseQuest.Fuel == 0

return

Endif

if light == 0

set light to GetLinkedRef

endif

 

if light.GetDisabled

light.Enable

else

light.Disable

endif

Activate

End

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