americanwierdo Posted June 12, 2017 Share Posted June 12, 2017 (edited) I'm creating a mod that contains something I've never tried before: Message boxes that give you choices where you can use your skills to advance down one path or the other. If you need an example of what I'm talking about: remember when you first encounter ED-E in Nash's house and after you click on him, a message box pops up telling you you can repair him if you have 85 repair skill? I wanna do something like that in a future mod. Here is one example: in this mod, the enemy faction sneaks a bomb into the Mojave Outpost Barracks and the Courier has to deactivate it because it's too late to call in a bomb squad. I want to be able to click on it and be given the option to either defuse the bomb (requires 50 explosive,) dismantle the bomb (requires 30 repair) or run like hell (bomb immediately detonates in a mininuke explosion and the quest is failed. I should just how to set the quest stages if I just know how to put it all together. What does the model for this kind of thing look like? Keep in mind that I'm pretty experienced with scripting quests and characters, but I haven't done much scripting outside of that. Anything you can tell me will help! -Americanweirdo Edited June 12, 2017 by americanwierdo Link to comment Share on other sites More sharing options...
Ladez Posted June 12, 2017 Share Posted June 12, 2017 The GetButtonPressed article contains an example script that could get you started. I'd also look into how choice boxes like this have been implemented in the vanilla game. Plenty of examples to pick from, like the ED-E situation you mentioned. Find the script that controls it and take notes. Don't hesitate to ask if you get stuck or have further questions. Link to comment Share on other sites More sharing options...
americanwierdo Posted June 14, 2017 Author Share Posted June 14, 2017 The GetButtonPressed article contains an example script that could get you started. I'd also look into how choice boxes like this have been implemented in the vanilla game. Plenty of examples to pick from, like the ED-E situation you mentioned. Find the script that controls it and take notes. Don't hesitate to ask if you get stuck or have further questions. Thank you for the article. I'll check it out when I can. off the top of your head, do you know how to trigger a mininuke explosion through scripting? I'm not sure where I'd find that ingame. Link to comment Share on other sites More sharing options...
Ladez Posted June 14, 2017 Share Posted June 14, 2017 You can trigger an explosion with the PlaceAtMe function. Link to comment Share on other sites More sharing options...
Mktavish Posted June 15, 2017 Share Posted June 15, 2017 The GetButtonPressed article contains an example script that could get you started. I'd also look into how choice boxes like this have been implemented in the vanilla game. Plenty of examples to pick from, like the ED-E situation you mentioned. Find the script that controls it and take notes. Don't hesitate to ask if you get stuck or have further questions. Thank you for the article. I'll check it out when I can. off the top of your head, do you know how to trigger a mininuke explosion through scripting? I'm not sure where I'd find that ingame. I think you are real close to understanding it. And it is how events in game can change variables , which are the gate keeper to ... then having scripting command other events in game. Game Input ==> save variable ==> Tell script something ==> Script tell game something ==> Game output But that's just a overview ... of course every situation can be broken down with specifics. Link to comment Share on other sites More sharing options...
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