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Scripting Help


bencebence

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Hm, I found a "mabye this is a problem".

Shouldn't this:

        If (VeinHP == 6 )
               Disable
               Set VeinHP to 0
       EndIf

 

Be after the whole script?

One more thing: Can I set the VeinHP to 1 to every vein, without adding reference to them?

Since the successive line of code depends on this, (If VeinHP is 0 the script shouldn't run), better leave it on top, though when in GameMode it changes nothing.

You can move it where you want

 

 

@MShoap13

Now it function, right? Then, now try to change that letter back.

If the script stop running by ONLY changing "b" with B", then... what a mess these TES scripts!! http://www.thenexusforums.com/public/style_emoticons/dark/psyduck.gif

Edited by forli
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Ah nevermind, then I will leave out the whole hp thingy, cause it always says, that the rock has no more ores. :S I can't solve it.

You could change it 2 ways:

A) Veins have only 1HP: just hit it with your pick, it will gives you a random number (average 1-2) of ores, or gives you nothing, then it get removed from the game (by removing it, you can't interact with it anymore, avoiding further problems).

B) Veins have infinite HP: You can hit them how many times you want, but the chances to get ore are very low (3%).

You have to spent some time hitting the vein to get a decent amount of ores.

 

Both these way you can remove the HP problem (they have 1 HP) and the array problem (nothing to track).

 

 

I have 2 little tips:

1) Add damage to the pick with every hit

Set Damage to -5                    ; or whatever you want
Player.ModEquippedCurrentHealth Damage 16

2) Don't forget that the veins are container, containing ores, and the player could get ores by opening them. With your mod you can get ores also by mining. So you have to either remove the ores from all veins, or prevent the player from opening the container by creating an empty "OnActivation" block in the same script

Begin OnActivation
End

Edited by forli
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