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Scripting with .ini files


hazza695

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Hey guys, I've been doing a bit of work lately on a mod that traps chests in Oblivion, so that there is a 20% chance that when a chest is opened, then it will explode. However I have run into a little problem. I have the correct script, but I don't know how to integrate it (explodingtreasure.ini) into the Oblivion.ini located in the My Games folder, or whether that is necessary or not?

Here is a snippet from the script:

; The following are general system settings.
set ExplosiveContainerTrapCoreQuest.debug to 1					; Enable debug text. Ignore it.
set ExplosiveContainerTrapCoreQuest.resetcontainer to 0		; If true, resets the containerList every 30 seconds. This will be altered later to an on game start function.
set ExplosiveContainerTrapCoreQuest.resetcaster to 0			; If true, resets the casterList array every 30 seconds. This will be altered later to an on game start function.
													; The last one is also not yet implimented.

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Hey guys, I've been doing a bit of work lately on a mod that traps chests in Oblivion, so that there is a 20% chance that when a chest is opened, then it will explode. However I have run into a little problem. I have the correct script, but I don't know how to integrate it (explodingtreasure.ini) into the Oblivion.ini located in the My Games folder, or whether that is necessary or not?

You can call any file with OBSE's RunBatchScript

 

EDIT: forgot to mention that ini files read with RunBatchScript are not structured like the Oblivion.ini like '<name>=<value>', but are scripts, written in vanilla CS script language. No OBSE commands, with one exception I know of: it's possible to assign strings to OBSE string variables with 'set <variable> to sv_construct "<string>" '

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