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A little guidance


dissentuk

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Hey,

I have an idea for a simple mod that I'm pretty sure doesn't exist already. Basically all I want to do is to have an ammo box that can be dropped and be used as a container on the ground, that the player can pick up again.

 

There are back pack mods out there that have this function but I use the very cool duffel bag mod by antistar (http://newvegasnexus.com/downloads/file.php?id=41284) so they don't really fit with my game.

 

Can anybody guide me as to how I might go about creating this mod? I am fairly familiar with the geck so any help is appreciated

 

thanks

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I'm not sure if all of this would work, but here's my idea

 

You could make an ammo box activator that has a showmessage script. the message would have two options: One: opening up a container that's hidden in a cell somewhere, 2: Picking up the ammo-box.

 

If the player chooses to pick up the box, use the "placeatme" command to move the container back to it's hidden spot, and then use the "player.additem" command to add an item to the players inventory. The item would basically do the same thing only with an option to drop it instead. You'd probably have to make it an aid item to attach the necessary scripts to it.

 

If the player drops the ammo box, use the "player.placeatme" command to move the ammo box back to him.

 

Like I said I'm not sure if that would work, but you could try it.

 

I would start with making an ammo box "ingestable" with a script something like this

 

scn ammoboxitemscript

short myitem

Begin Onadd player

AmmoBoxRef.placemeat HiddenSpotMarkerRef

End

Begin OnDrop

AmmoBoxRef.placemeat Player 0 ; the zero puts it in front of the player

End

;you're gonna have to delete the item and I'm not sure about this part but here goes.

Begin Gamemode

   If Player.getdistance AmmoBoxContainerItem < 400
           set myitem to ammoboxcontaineritem ;not sure about this part <--
           myitem.placemeat HiddenSpotMarkerRef
           myitem.markfordeletre
   endif

end

 

The ammobox container I would have a script like this

 

SCN AmmoBoxContainerScript

short buttonvar
short awaitinginput

Begin OnActivate

showmessage AmmoBoxChoiceMessage

End

begin gamemode
     
	if awaitingInput == 1
	set buttonVar to getbuttonpressed

if buttonVar > -1
		set awaitingInput to 0

		if buttonVar == 0
              AmmoBoxContainRef.Activate	;open the contianer
		

		elseif buttonVar == 1
		player.additem AmmoBoxContainerItem 1

                       elseif buttonVar == 2
                       ;do nothing
	
               endif
	endif
	endif
        endif
end

 

###############################

The message:

 

"Here's your ammobox blah blah blah,

 

option 0 - Open the box

 

option 1 - Pick up the box

 

option 2 - Leave it where it is

###############################

 

I'm not sure how to go about accessing the container once it's in inventory but I think you could do it if you add some similar scripts you can figure it out from there.

 

Best of luck.

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