Blacksteur83 Posted January 2, 2018 Author Share Posted January 2, 2018 OK Thank you for the help Link to comment Share on other sites More sharing options...
JonathanOstrus Posted January 4, 2018 Share Posted January 4, 2018 Presuming you're using the previously posted script this should do itScriptname LightDelay extends ObjectReference ObjectReference Property Light01 Auto ObjectReference Property Light02 Auto ObjectReference Property Light03 Auto ObjectReference Property Light04 Auto Event OnActivate(ObjectReference akActionRef) If(Light01.IsDisabled()) Self.BlockActivation(abBlocked = true, abHideActivateText = true) Light01.enable() Utility.Wait(1) Light02.enable() Utility.Wait(1) Light03.enable() Utility.Wait(1) Light04.enable() Utility.Wait(1) Self.BlockActivation(false) Else Self.BlockActivation(abBlocked = true, abHideActivateText = true) Light01.disable() Light02.disable() Light03.disable() Light04.disable() Self.BlockActivation(false) EndIf EndEventIntentionally hiding the activation text so the user doesn't think they can try to activate it. Then putting it back when they can. I left the last wait at the end of activating light #4 though I'm not sure if you really need it. The only useful purpose it has in this case is that it makes the user wait 1 second before they can trigger the activator again. Perhaps that is desired behavior. Link to comment Share on other sites More sharing options...
Blacksteur83 Posted January 4, 2018 Author Share Posted January 4, 2018 Is there any website that list all this kind of arguments else then the wiki, i never find anything on it.Thanks for the code, it will be usefull. Link to comment Share on other sites More sharing options...
Carreau Posted January 4, 2018 Share Posted January 4, 2018 I use the CK wiki to find everything. I find if you're in the fallout 4 section of it, it's not as in depth. An easy way to tell is if the URL has 'fallout' in it. I find all the definitions, functions, and whatnot that way. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted January 4, 2018 Share Posted January 4, 2018 On 1/4/2018 at 7:28 PM, Blacksteur83 said: Is there any website that list all this kind of arguments else then the wiki, i never find anything on it.Thanks for the code, it will be usefull.The vanilla scripts themselves are pretty documented for things that make sense. If nothing else it will give insight as to what arguments any functions or events can take. Link to comment Share on other sites More sharing options...
Blacksteur83 Posted January 5, 2018 Author Share Posted January 5, 2018 ok, thank you for all the infos. Link to comment Share on other sites More sharing options...
zygster525 Posted January 8, 2018 Share Posted January 8, 2018 (edited) anyone here know how to "Convert" G.E.C.K. script to Papyrus Script? I am trying to build a mod similar to one of my own New Vegas Mods, Basically to show a difference between the Female and Male player character's back grounds. The Script would be linked to a book of sorts. The Fallout NV Script went like this. BEGIN ONACTIVATE If GetPCIsSex Male player.addperk ActionBoy player.addperk ConfirmedBachelor player.addperk LadyKiller showMessage malePerkAdded disable ENDIF If GetPCIsSex Female player.addperk ActionGirl player.addperk CherchezLaFemme player.addperk BlackWidow showMessage femalePerkAdded disable ENDIFEND Now how do I convert it to work with Fallout 4? and go slow...this whole Papyrus scripting has me really confused. LOL Edited January 8, 2018 by zygster525 Link to comment Share on other sites More sharing options...
JonathanOstrus Posted January 8, 2018 Share Posted January 8, 2018 On 1/8/2018 at 1:42 AM, zygster525 said: anyone here know how to "Convert" G.E.C.K. script to Papyrus Script? I am trying to build a mod similar to one of my own New Vegas Mods, Basically to show a difference between the Female and Male player character's back grounds. The Script would be linked to a book of sorts. The Fallout NV Script went like this. BEGIN ONACTIVATE If GetPCIsSex Male player.addperk ActionBoy player.addperk ConfirmedBachelor player.addperk LadyKiller showMessage malePerkAdded disable ENDIF If GetPCIsSex Female player.addperk ActionGirl player.addperk CherchezLaFemme player.addperk BlackWidow showMessage femalePerkAdded disable ENDIFEND Now how do I convert it to work with Fallout 4? and go slow...this whole Papyrus scripting has me really confused. LOL You really should have made your own topic. But since it's already done here goes. You need to create the script on the object you play to be activating. The script type will extend ObjectReference. Then paste this and you'll have a base to start with. Then add properties for the perks you want to deal with and edit as desired. Partially from the wiki https://www.creationkit.com/index.php?title=GetSex_-_ActorBase If you still need more help I would suggest making your own topic so you get more specific help for your question. Event OnActivate(ObjectReference akActionRef) Actor PlayerRef = Game.GetPlayer() ActorBase PlayerBase = PlayerRef.GetActorBase() if (PlayerBase.GetSex() == 0) ; player is male Debug.Trace("Player is male") ;PlayerRef.AddPerk(someperk) else ; player is female Debug.Trace("Player is female") ;PlayerRef.AddPerk(someotherperk) endIf EndEvent Link to comment Share on other sites More sharing options...
zygster525 Posted January 9, 2018 Share Posted January 9, 2018 Thanks. Link to comment Share on other sites More sharing options...
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