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Time measuring scripts


wektis

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:biggrin:

 

Finally found a snippet on the Bethesda forums that is working for me, still have no idea why my previous tries didn't work.

 

SCN HAWTimerTestScript

 

 

 

short DoOnce

 

Float nDeliveryDay

 

Begin GameMode

 

If DoOnce == 0

Set DoOnce to 1

Set nDeliveryDay to GameDaysPassed

EndIf

 

If GameDaysPassed >= (nDeliveryDay + 1) && DoOnce == 1

Set DoOnce to 2

ShowMessage HAWTimeTestMesg

EndIf

End

 

Wek

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Ok, this is what worked for me in the end:

 

scn CTActivateAllHangarLightsScript01

ref light
ref seclight
float timer

BEGIN OnTriggerEnter Player

	set light to CTHangarLightsRef
	set seclight to CTHangarLightsRefA

	if light.GetDisabled
		light.Enable
		PlaySound QSTEndPowerUpTurbine
		set timer to 5
	endif

endif


END

BEGIN GameMode

    if ( timer >0 )

		set timer to timer - getSecondsPassed		

else

	if seclight.GetDisabled
		seclight.Enable
		PlaySound OBJSwitchLights2D
  	  	endif

endif

END

 

I didn't know I can use two BEGIN statements in the same script.

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