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Scripting Problems


Dice2121

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Hello,

 

In preparation for the Creation Kit's release, I'm doing some very basic expieriments using Fallout New Vegas and the GECK. I will say right now that I'm am new to this, but I have done some very easy work with the GECK and some scripting in the past. I'd appreciate any help you guys can give me.

 

First off, I'll explain what I'm doing. I want to create a "wood pile" of sorts. Putting wood chunks into a container will cause static wood chunks to appear above a shelf or a table. Eventually I want to have so that if you start a fire in a fireplace, it will remove some wood chunks from the container.

 

So, I created a new container using a table for the mesh and having no sounds as you open it. Then I put four sandbags on it to imitate the wood chunks, giving them a reference and having them initially disabled since there's no wood in the container. I'm also using Pre-War money to imitate the wood chunks that go into the container. And this is the script I came up with.

 

ESB1...4REF are the sandbag references. EWoodPile is the container.

 

This doesn't work when it's the script for the container EWoodPile, nor as the script for a vanilla activator. What's going on?

 

scn EWoodPileSCRIPT

Begin OnActivate
ESB1REF.Disable
ESB2REF.Disable
ESB3REF.Disable
ESB4REF.Disable
if EWoodPile.GetItemCount PrewarMoney == 1
	ESB1REF.Enable
elseif EWoodPile.GetItemCount PrewarMoney == 2
	ESB1REF.Enable
	ESB2REF.Enable
elseif EWoodPile.GetItemCount PrewarMoney == 3
	ESB1REF.Enable
	ESB2REF.Enable
	ESB3REF.Enable
elseif EWoodPile.GetItemCount PrewarMoney >= 4
	ESB1REF.Enable
	ESB2REF.Enable
	ESB3REF.Enable
	ESB4REF.Enable
endif
End

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Fallout doesn't use the same scripting language as Skyrim; as far as I know, FNV uses TESScript, a custom and really clunky scripting engine made by Bethesda back in the days of Morrowind.

 

Skyrim will be using an engine with syntax more in line with Java. Basically, forgot everything you knew about TESScript.

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Ah. I see. Well, that puts a stop to my plans, but that's alright. Maybe the new system will be slightly easier to learn, understand, and debug. Thanks for telling me though.
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