pra Posted May 31, 2017 Share Posted May 31, 2017 I mean terminals which can be build in settlements and can control things like turrets. I successfully added more buildable terminals by looking at that makeshift round vanilla thing, but I have no idea how it actually works. They all have the "workshopscript" set as script, so I assume there is some special magic which figures out if the script is attached to a terminal, and then does something special in that case. But what exactly? Especially, how exactly does it aquire these special terminal entries based on connected objects? Some specific things I'd like to try would be some sort of a "firewall", which only transmit power, but not data, or a holotape which allows you to control settlement objects from the pip-boy. Maybe also try to make an alternative terminal script which is more resilient against this Link to comment Share on other sites More sharing options...
FiftyTifty Posted May 31, 2017 Share Posted May 31, 2017 I think it's due to linked references. Don't know any more than that. Link to comment Share on other sites More sharing options...
deadbeeftffn Posted June 1, 2017 Share Posted June 1, 2017 Actually most of the terminal code seems to be inside the main program. There is no such thing like a terminal script which controlls all the teminal functions.All items which can be controlled or managed by a terminal have a special keyword. This keyword always start with "LinkTerminal" e.g "LinkTerminalHopperDLC05" or "LinkTerminalDoor". Also, any of these items have a "Native Terminal" assigned. You find this native terminal entries in the CK terminal subcategory. They are holding the menu items and fragments. The fragments are small scripts or snippets. These are often referring other scripts holding the main code.A good example would be "LinkTerminalPowerCounter". It has just two users, an activator and a terminal.Good luck :-) Link to comment Share on other sites More sharing options...
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