niallmcfc Posted February 19, 2012 Share Posted February 19, 2012 I've made this script: Scriptname alchemiseFoodOBJECT extends ObjectReference {Turns food into ingredients from a pedestal} import game Ingredient Property FoodApple auto Ingredient Property IngrApple01 auto Sound Property FailureSFX Auto message property TransmuteFoodMSG auto EVENT OnActivate(ObjectReference akActionRef) objectReference caster = Game.GetPlayer() if caster.getItemCount(FoodApple) >= 1 caster.removeItem(FoodApple, 1, TRUE) caster.addItem(IngrApple01, 1, FALSE) else FailureSFX.play(caster) TransmuteFoodMSG.show() endif endEVENT Short explanation: when you activate the button it's attached to, it checks if you have a red apple, if you do, it removes it and adds another apple. When I activate the pedestal with or without an apple, nothing happens. No noise, no text. If anyone could help with this, I'd really appreciate it. Link to comment Share on other sites More sharing options...
t55 Posted February 19, 2012 Share Posted February 19, 2012 i dont know much about scripting but just pointing out that auto is written with a capital after sound property and is not the same colour although i presume is should be and on the next line message is written without a capital. i dont expect this to be much help but consitency is always better. good luck Link to comment Share on other sites More sharing options...
niallmcfc Posted February 19, 2012 Author Share Posted February 19, 2012 Good spot, but it doesn't change anything. Appreciate the help though. Link to comment Share on other sites More sharing options...
niallmcfc Posted February 20, 2012 Author Share Posted February 20, 2012 bump? Link to comment Share on other sites More sharing options...
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