hadoumastery Posted August 4, 2011 Share Posted August 4, 2011 It's very simple, I need to know what lines to add to a script to make it so when someone grabs a certain perk the item is given to them. (Much like the implant GRX from OWB except this will not have OWB in it) Pretty much I am trying to make it so if someone picks a trait that I have labeled TraitMedic, that this gun that heals people will be given to them. Link to comment Share on other sites More sharing options...
Glenstorm Posted August 4, 2011 Share Posted August 4, 2011 (edited) If you want to do it in a simple script, scn PerkItemScript BEGIN GameMode If Player.HasPerk TF2Medic Player.Additem MedicGun 1 endif END and attach it to an always-enabled quest which runs the script every 15 seconds or so. But if you are an efficiency-hound and dislike using GameMode unless its absolutely necessary, you can create a new spell/ability and attach this to a new base effect which in turn point to a new effect script. Write something similar to the one below in the script. scn PerkItemEffectScript BEGIN ScriptEffectStart Player.Additem MedicGun 1 END Wow that was a mouthful. I hope I didn't confuse you! :biggrin:. Afterwards simply make the Perk point to the new ability. Edited August 4, 2011 by Glenstorm Link to comment Share on other sites More sharing options...
hadoumastery Posted August 4, 2011 Author Share Posted August 4, 2011 Thanks! I am going to use the perk add script. But I do have a question if the quest runs every 15 seconds does that mean it will add a new one very 15 seconds? Because I'd like to be sure it only happens 1 time or only happens if they don't already have one. Link to comment Share on other sites More sharing options...
Glenstorm Posted August 4, 2011 Share Posted August 4, 2011 (edited) Thanks! I am going to use the perk add script. But I do have a question if the quest runs every 15 seconds does that mean it will add a new one very 15 seconds? Because I'd like to be sure it only happens 1 time or only happens if they don't already have one. lol yeah my bad :sweat:. You should probably set up a variable like DoOnce to stop giving the player the item multiple times. You can also check whether the player already has the item using GetItemCount Edited August 4, 2011 by Glenstorm Link to comment Share on other sites More sharing options...
hadoumastery Posted August 4, 2011 Author Share Posted August 4, 2011 Great, thanks! Ok, so I don't know how to set up the quest all that well, I attached it to a box that I added to GS doc mitchells house. Will it still work if someone finds the box? As in... will it still only give the item to a medic? Link to comment Share on other sites More sharing options...
Glenstorm Posted August 4, 2011 Share Posted August 4, 2011 (edited) Great, thanks! Ok, so I don't know how to set up the quest all that well, I attached it to a box that I added to GS doc mitchells house. Will it still work if someone finds the box? As in... will it still only give the item to a medic? I haven't tried doing that though theoretically it should yield the same results as the quest script. The script will cease to run if you somehow delete that box though. No, since the script specifies "Player.Additem" in a gamemode script, it simply checks if the player has the perk and adds the item TO the player if it returns true. The box will remain a box and work as per normal. If you want to add it to the player when he/she activates the box (opens) then you need to specify it inside the OnActivate block. Edited August 4, 2011 by Glenstorm Link to comment Share on other sites More sharing options...
hadoumastery Posted August 4, 2011 Author Share Posted August 4, 2011 No it's more like an ammo box, except it adds the medic gun. Link to comment Share on other sites More sharing options...
Glenstorm Posted August 4, 2011 Share Posted August 4, 2011 So you want to have two ways for the player to acquire this gun? 1)Through perk2)Through that box if the above is true, you still need to attach the script to a quest (preferably. simply make a new quest --> start game enabled --> name it and attach the script to it. You need to make sure the script is a "Quest" script though. Also tick the script delay checkbox). Then simply place the ammo box in the house with the gun in it. Link to comment Share on other sites More sharing options...
hadoumastery Posted August 4, 2011 Author Share Posted August 4, 2011 No, I only want them to get it by the box. And if you're interested, I have the mod out right now, for testing purposes. http://www.newvegasnexus.com/downloads/file.php?id=43235 Link to comment Share on other sites More sharing options...
Glenstorm Posted August 4, 2011 Share Posted August 4, 2011 (edited) No, I only want them to get it by the box. And if you're interested, I have the mod out right now, for testing purposes. http://www.newvegasn...le.php?id=43235 So what's the purpose of the perk? Or do you want the box to appear when the player gets the perk? EDIT: Since you already have the mod out, I take it you already got it up and running? In that case, good job! Edited August 4, 2011 by Glenstorm Link to comment Share on other sites More sharing options...
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