VenomousHail Posted June 24, 2016 Share Posted June 24, 2016 Basically the script pops up a menu on equipping a weapon, then you select which ammo type you want, it drops the weapon, adds a mod to change ammo type, then is supposed to add back to inventory and equip it. It does everything it is supposed to properly except for equipping the weapon. I feel like I am missing something and need an extra pair of eyes. Here is the script: Scriptname SelectAmmo10mm extends Actor Const message property V_10mmAmmo auto Const Weapon property V_10mmWeapon auto const ObjectMod property mod_10mm_Chamber_Standard auto Const ObjectMod property mod_10mm_Chamber_Acid auto Const ObjectMod property mod_10mm_Chamber_Cryo auto Const ObjectMod property mod_10mm_Chamber_Electric auto Const ObjectMod property mod_10mm_Chamber_Explosive auto Const ObjectMod property mod_10mm_Chamber_Frenzy auto Const ObjectMod property mod_10mm_Chamber_Incendiary auto Const ObjectMod property mod_10mm_Chamber_Paralysis auto Const ObjectMod property mod_10mm_Chamber_Poison auto Const ObjectMod property mod_10mm_Chamber_Radiation auto Const Event OnItemEquipped(Form akBaseObject, ObjectReference akReference) Actor player = Game.GetPlayer() if akBaseObject == V_10mmWeapon int ButtonPressed = V_10mmAmmo.show() if ButtonPressed == 0 ObjectReference V_10mmWeaponStandard = player.DropObject(akBaseObject, 1) V_10mmWeaponStandard.AttachMod(mod_10mm_Chamber_Standard) player.AddItem(V_10mmWeaponStandard, 1, true) player.EquipItem(V_10mmWeaponStandard) elseif ButtonPressed == 1 ObjectReference V_10mmWeaponAcid = player.DropObject(akBaseObject, 1) V_10mmWeaponAcid.AttachMod(mod_10mm_Chamber_Acid) player.AddItem(V_10mmWeaponAcid, 1, true) player.EquipItem(V_10mmWeaponAcid) elseif ButtonPressed == 2 ObjectReference V_10mmWeaponCryo = player.DropObject(akBaseObject, 1) V_10mmWeaponCryo.AttachMod(mod_10mm_Chamber_Cryo) player.AddItem(V_10mmWeaponCryo, 1, true) player.EquipItem(V_10mmWeaponCryo) elseif ButtonPressed == 3 ObjectReference V_10mmWeaponElectric = player.DropObject(akBaseObject,1) V_10mmWeaponElectric.AttachMod(mod_10mm_Chamber_Electric) player.AddItem(V_10mmWeaponElectric, 1, true) player.EquipItem(V_10mmWeaponElectric) elseif ButtonPressed == 4 ObjectReference V_10mmWeaponExplosive = player.DropObject(akBaseObject, 1) V_10mmWeaponExplosive.AttachMod(mod_10mm_Chamber_Explosive) player.AddItem(V_10mmWeaponExplosive, 1, true) player.EquipItem(V_10mmWeaponExplosive) elseif ButtonPressed == 5 ObjectReference V_10mmWeaponFrenzy = player.DropObject(akBaseObject, 1) V_10mmWeaponFrenzy.AttachMod(mod_10mm_Chamber_Frenzy) player.AddItem(V_10mmWeaponFrenzy, 1, true) player.EquipItem(V_10mmWeaponFrenzy) elseif ButtonPressed == 6 ObjectReference V_10mmWeaponIncendiary = player.DropObject(akBaseObject, 1) V_10mmWeaponIncendiary.AttachMod(mod_10mm_Chamber_Incendiary) player.AddItem(V_10mmWeaponIncendiary, 1, true) player.EquipItem(V_10mmWeaponIncendiary) elseif ButtonPressed == 7 ObjectReference V_10mmWeaponParalysis = player.DropObject(akBaseObject, 1) V_10mmWeaponParalysis.AttachMod(mod_10mm_Chamber_Paralysis) player.AddItem(V_10mmWeaponParalysis, 1, true) player.EquipItem(V_10mmWeaponParalysis) elseif ButtonPressed == 8 ObjectReference V_10mmWeaponPoison = player.DropObject(akBaseObject, 1) V_10mmWeaponPoison.AttachMod(mod_10mm_Chamber_Poison) player.AddItem(V_10mmWeaponPoison, 1, true) player.EquipItem(V_10mmWeaponPoison) elseif ButtonPressed == 9 ObjectReference V_10mmWeaponRadiation = player.DropObject(akBaseObject, 1) V_10mmWeaponRadiation.AttachMod(mod_10mm_Chamber_Radiation) player.AddItem(V_10mmWeaponRadiation, 1, true) player.EquipItem(V_10mmWeaponRadiation) endif endif EndEvent Link to comment Share on other sites More sharing options...
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