GnrlKitty Posted August 23, 2011 Share Posted August 23, 2011 (edited) Hello, I'm new to using the GECK and and scripting and i need some help with something I'm trying to script. I'm trying to copy the fireworks display from the Sierra Madre fireworks display when you start the gala event. I found the script that handles the fireworks display here: scn NVDLC01GalaEventQuestScript ; JSH-OEI; Handles the fireworks sequence for the opening of the Sierra Madre; AH - 10/7: Added a timer for the fireworks displayfloat fTimer ; Timer to delay the two fireworks shows, if it == -1 then the display has gone off already BEGIN GameMode ;>>>>--------------------------RLee moved Gala FX from NVDLC01GalaEventQuestNVDLC01DeanTopic001 if (GetStage NVDLC01MQ02 == 50) && (fTimer != -1) if (fTimer == 0) NVDLC01FWEventREF.playgroup Right 1; NVDLC01SMSignREF.playgroup Right 1; set fTimer to 0.1; elseif (fTimer < 33.33 && fTimer > 0) set fTimer to fTimer + GetSecondsPassed; elseif (fTimer >= 33.33) NVDLC01FWEventREF.playgroup Left 0; NVDLC01FWEventLoop01Ref.enable; NVDLC01FWEventLoop02Ref.enable; NVDLC01FWEventLoop03Ref.enable; NVDLC01FWEventLoop04Ref.enable; NVDLC01FWEventLoop05Ref.enable; NVDLC01FWEventLoop06Ref.enable; set fTimer to -1; StopQuest NVDLC01GalaEventQuest endif endif;<<<<-------------------------End FX script END I want to copy the fireworks display and place it to go off above the water at Cottonwood Cove, but being that it's actually supposed to be a quest script that goes off when you reach a certain stage in the quest, i don't know how to change it for my use. Which is that i want to have a control panel overlooking the water, to set it off the same way you would in the add-on. Questions:1. If i remove, "StopQuest NVDLC01GalaEventQuest" will the script end normally as if the fireworks display was the only purpose of the script?2. Do i also need to remove the first, " endif", after "StopQuest NVDLC01GalaEventQuest"?3. what do i need to replace, "(GetStage NVDLC01MQ02 == 50)" with so that i can link it to the control panel, and how do i link it once i have?4. Am i suppose to place, "NVDLC01FWEventREF" and, "NVDLC01FWEventLoop06Ref" in Cottonwood Cove where i want it to be?5. Do i also need to place NVDLC01FWEventLoop01-05?6. Why can't i find NVDLC01FWEventLoop01-05? I'm not asking any one person to answer all of these but i would appreciate any help i can get. :) Edited August 23, 2011 by GnrlKitty Link to comment Share on other sites More sharing options...
agoon12 Posted August 23, 2011 Share Posted August 23, 2011 Hi,you won't be able to do it your way.Simply copying and pasting won't do the job! Basically, you need to build your very own firework scene with your own script. This script is specifically designed for the Sierra Madre Grand Opening and nothing else. It activates certain references which are unique, so you'd need to place new references, give them new names and write a script that controls them! NVDLC01FWEventREFfor example is a unique reference. If you want to have your own fireworks, you need to find all the objects that are being referred to in the original script, you need to copy them, paste them to wherever you want 'em and then the fun starts: give them unique reference names and write a script fitting them. I would also suggest to not write a quest script but an object script and simply make a button or something to start the fireworks with.It's a lot easier for beginners to work with scripts that trigger something on activation. So forget about altering the original script. Link to comment Share on other sites More sharing options...
Cipscis Posted August 24, 2011 Share Posted August 24, 2011 Also, if you haven't already, you might want to take a look at my scripting tutorial that I've written for first-time scripters. Here's a link - Scripting for Beginners Cipscis Link to comment Share on other sites More sharing options...
GnrlKitty Posted August 24, 2011 Author Share Posted August 24, 2011 Thank you, you both were very helpful. But supposing i wrote the entire script correctly, i could use a control panel as an activator to set them off, correct? How would i set it to do that? Before i write the entire script, i want to test it to make sure i can get it to actually work. Link to comment Share on other sites More sharing options...
agoon12 Posted August 24, 2011 Share Posted August 24, 2011 Yes, you could. Assuming everything is correctly written you could set the fireworks off by simply pressing a button. Cipscis is right: start off by working through his tutorial, it's quite helpful! You should get a good script on basic scripting first... Also, check the GECK wiki... even more useful stuff there! And for you to get started immediately, here's a very simple script that'll show you a reaction on activating. More precisely, the object that this script is put onto will disappear after being activated. Try it out. scn KittyTestScript short doonce begin onactivate if ( doonce == 0 ) set doonce to 1 disable endif end Link to comment Share on other sites More sharing options...
GnrlKitty Posted August 24, 2011 Author Share Posted August 24, 2011 thank you very much that was very helpful, so was the tutorial Link to comment Share on other sites More sharing options...
GnrlKitty Posted August 24, 2011 Author Share Posted August 24, 2011 This is my first attempt so far. I checked it with Cipscis's script validator and changed it till it didnt have any problems with my script. The problem is that it won't let me save it and won't give me an error message so I'm told it's because there's an error in the script, so can you figure out what it is? scn fireworkseventscript float ftimer begin onActivate && (fTimer != -1) if (fTimer == 0) fireworksevent.playgroup Right 1; set fTimer to 0.1 elseif (fTimer < 33.33 && fTimer > 0) elseif (fTimer >= 33.33) fireworkseventloop1.playgroup Left 0; fireworkseventloop2.enable; fireworkseventloop3.enable; fireworkseventloop4.enable; fireworkseventloop5.enable; fireworkseventloop6.enable;endif end PS. It made more sense to me to copy the timer and the playgroup functions from the original script since i didn't know anything about them, But i figured they looked right from what little i know anyway. Was i right? Link to comment Share on other sites More sharing options...
Cipscis Posted August 24, 2011 Share Posted August 24, 2011 It looks like you've found an error my script validator misses - your Begin block is invalid. It should just be:Begin OnActivateI recommend you download the GECK PowerUp, which is available here on the Nexus. Sorry for not providing a link - I usually would but I'm posting from a mobile device so it's more difficult than usual. P.S. When posting code, please wrap it in "code" tags like this, except without a space before the closing square brackets:Cipscis Link to comment Share on other sites More sharing options...
GnrlKitty Posted August 25, 2011 Author Share Posted August 25, 2011 will do, and thanks. Link to comment Share on other sites More sharing options...
GnrlKitty Posted August 25, 2011 Author Share Posted August 25, 2011 (edited) It looks like you've found an error my script validator misses - your Begin block is invalid. It should just be:Begin OnActivateI recommend you download the GECK PowerUp, which is available here on the Nexus. Sorry for not providing a link - I usually would but I'm posting from a mobile device so it's more difficult than usual. P.S. When posting code, please wrap it in "code" tags like this, except without a space before the closing square brackets: Cipscis [/quote] [code]scn fireworkseventscript float ftimer begin onActivate if (fTimer == 0) fireworksevent.playgroup Right 1; set fTimer to 0.1 elseif (fTimer < 33.33 && fTimer > 0) elseif (fTimer >= 33.33) fireworkseventloop1.playgroup Left 0; fireworkseventloop2.enable; fireworkseventloop3.enable; fireworkseventloop4.enable; fireworkseventloop5.enable; fireworkseventloop6.enable; endif end You're saying it should look like this? Edited August 25, 2011 by GnrlKitty Link to comment Share on other sites More sharing options...
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