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Destroying a Static with Melee via Script


KDStudios

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I've tried adding it and adjusting the script but for some reason nothing happens now after I press More :/

 

Cipscis and geck don't come up with any errors though :/

 

 

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Fixed up the script and added some comments in there where I changed. A mixup in the nested if's mainly.

 

I notice that some of your ID's start with zero. It's better to avoid digits at the start of the ID's (as sometimes that causes an error where the scripting engine thinks you are passing it a numerical ref.)

Not sure what you are using the timer for yet :)

 

 

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That did the trick for me, thanks so much :D

I think I am getting there... really slowly :P

 

I'll bare that in mind though, force of habit naming everything with a 0 at the beginning. I like to find the stuff I need at the top of the list :P

I'll consider removing it all in the next version, though knowing me I'll break it :P

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Just use a few "A"s instead of 0s. :P numbers at the start can provide a LOT of issues and it won't notify you of it, mainly because one time it will work fine and another time it won't work at all. Edited by Pronam
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I like use the first letter(s) in upper case of the mod name followed by a lower case X, for example, I have a mod called Grayditch Home. Therefore: GHxSomething

Then it's almost certain you will only see your stuff when you filter. ;)

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Yeah, but it's per person how it's dealt..some want it in view directly and find ticking a few letters too much time to waste :facepalm:. I'm using the same method as you, usually consisting of 3 letters, but at most of the mods I've worked with I either see A or 0 used. At least A doesn't mess things up too much.
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I do that same thing more or less. For example all the star wars entries I made started with SW. This stems back to old MW modder etiquette more or less. Pronam might remember judging by his join data, back then everyone would have used their initials to begin entries with, I would have ended up using GH for example.
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Okay I'll bare all of this in mind then :)

So I'm pretty much done with Falloutcraft V3 then and I'll just add a few clutter items to give it a bit of a finished look.

 

In V4 I'll get start by changing all the ID's of everything so they begin with "FC", this will remove the number 0 and hopefully prevent any future problems. Also it will come in handy when filtering as all I'll need to type is FC, I do have a system like that already.

0MCA - Activators

0MCH - Harvesters

0MCTex - Texture Sets

0MCB - Blocks

etc etc

So all I need to do is replace 0MC with FC :)

 

I thank everyone here who has provided help and advice in my scripting. Without it I dread to think where the project would be now!

So each of you that have helped will definitely get a mention in the credits part when I get around to uploading it later today.

 

So yeah in V4, I'll be changing the ID's and introducing an Inventory Crafting Area similar to the crafting bench except this will be activated via the players inventory.

I already have a script in place and it works as intended. However the buttons don't work at all. Not sure what the issue is, so I'll figure that out later.

The script is something like: (not accurate as this is just wrote off the top of my head and most likely won't work, just giving you guys an idea of what it says)

 

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What I'm more interested in is adding a Damage variable to a lava/cactus block so that the player or NPC's get damaged when they touch or walk on it (Or a set distance from it if it must be like that)

Rausheim kindly left a script for me that attempted to do that but it didn't wouldn't save for whatever reason, now I've appeared to have lost it so I can't comment on what the script actually said.

So any advice on how to achieve that?

Edited by KDStudios
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Let me know how this works out for ya:

 

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Edited by Alexx378
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