DiemCarpe Posted September 6, 2011 Share Posted September 6, 2011 (edited) NOTICE I need an advanced scripter's help with a few blocks and an advanced animater's help.I have a gun mod that is pretty epic. I will release it soon if I get some author's approval. I am stuck on on block of script and some animations. ANIMATOR'S HELP: If you are willing, you would need to make an animation of the character if 1st and 3rd person changing a magazine.I will send you the gun I am working on and then you can try :). SCRIPTER'S HELP: I am a scripter myself, and I am pretty good. But I need help with one block, how can I make it so I can only equip 4 types of ammo for my gun?So what's in it for you? You get to help make a gun!!! sweet!! you will be mention in the credits as an author and creator of this mod. If you are willing to help, post on this forums topic OR send me an email at [email protected]. I would prefer email. Edited September 9, 2011 by DiemCarpe Link to comment Share on other sites More sharing options...
PrettyMurky Posted September 6, 2011 Share Posted September 6, 2011 For the 4 types of ammo:You could set an 'OnBowAttack' event handler, which checks if the current current ammo is appropriate for the gun. If it isn't, then, depending on whether the event handler kicks in just before, or just after the projectile appears in the world; either stop it being shot, or ref-walk through the projectiles in the area, until you find the one you just shot; remove it; then add one back to inventory. For the 32 limit:I'd guess this could be done with an OnEquip block, on your ammo types. Although I don't know if ammo is treated differently. Link to comment Share on other sites More sharing options...
DiemCarpe Posted September 6, 2011 Author Share Posted September 6, 2011 What would be after "OnBowAttack"?I am experimention some more and thinking of a few ideas. I think I solved the 32 limit but It may require OBSE Link to comment Share on other sites More sharing options...
PrettyMurky Posted September 6, 2011 Share Posted September 6, 2011 Well, event handlers definitely require OBSE. But then, I'm of the opinion that everything should require OBSE. Link to comment Share on other sites More sharing options...
DiemCarpe Posted September 7, 2011 Author Share Posted September 7, 2011 (edited) Ok, so I figured out the 32 bullet cap, but not 4 types of bullets. Hey can anyone make me an animation for my gun? Edited September 18, 2011 by myrmaad Do not bump. Link to comment Share on other sites More sharing options...
WarRatsG Posted September 18, 2011 Share Posted September 18, 2011 If you are trying to avoid OBSE, I can only think of one way to cause the gun to not work without the bullets. You could set a flag on the bullets themselves, so that when you equip them it sets a quest variable to 1. When they are unequipped the variable goes back to 0. The gun can be set up to automatically unequip if the bullets aren't equipped. I have to agree with PrettyMurky. OBSE makes everything so much better ;)With the use of "GetEquippedObject" you could create a more streamlined version of the above using nested "If"s. Link to comment Share on other sites More sharing options...
HeyYou Posted September 18, 2011 Share Posted September 18, 2011 He isn't going to be able to avoid using OBSE, alternate weapons are just not really possible without it. :D Link to comment Share on other sites More sharing options...
WarRatsG Posted September 18, 2011 Share Posted September 18, 2011 (edited) I beg to differ.... Scn GunQuestSCRIPT Short BulletsEquipped Short GunEquipped Begin GameMode If BulletsEquipped == 0 If GunEquipped == 0 Return Else UnequipItem Gun Set GunEquipped to 0 Messagebox "You must equip the bullets first" ;You could say "You must load the bullets first" or something like that endif Endif End Scn BulletSCRIPT ;;;;This Script goes on all 4 bullets Begin OnEquip Set GunQuest.BulletsEquipped to 1 End Begin OnUnequip Set GunQuest.BulletsEquipped to 0 End Scn GunSCRIPT Begin OnEquip Set GunQuest.GunEquipped to 1 End Begin OnUnequip Set GunQuest.GunEquipped to 0 End Thats just one way of doing it without OBSE. I can think of a few more ;)I don't see anything advanced in this script, no event handlers or overly complicated or intricate networks of interacting arrays. Just 2 flags.No offence to anyone who prefers to use event handlers and overly complicated and intricate networks of interacting arrays- I just prefer to keep things simple. Edited September 18, 2011 by WarRatsG Link to comment Share on other sites More sharing options...
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