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Auto-Sorting Script Issue


GeneralGred

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So, I'm starting to think that Object scripts with GameMode blocks don't actually run if you're not in the cell. My timer variable stops updating as soon as I leave. Can anyone confirm or add to this?

 

Edit: Yeah, basically nothing in a GameMode block in an object script seems to do a blessed thing if I'm in a different cell. I think that was someone's way of optimising things. Actually, I kind of like it. I've noticed no slowdown based on lots of GameMode scripts, and I have no doubt this is a good portion of why. If you need your GameMode block to run when in a different cell, provided I'm right about this, you use a quest script, and otherwise, this is convenient and workable.

Edited by EPDGaffney
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Yes your correct, this was a major roadblock early in the mod's development when I was designing the house power infrastructure, I had to use quest scripting to keep the calculations running outside the cell and through time skips. Object scripts only work in the same cell.

Edited by General Gred
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I always use quest scripts when I have a GameMode block, and turn them on or off as needed, so I never knew about this till I tried to help someone else with their object script with its GameMode block. I would like some confirmation that this means it's really not a poor modding decision to use GameMode in an object script relatively often.

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The truth is you'd need a massive amount of Object Gamemode blocks to actually put a dent in performance. My house is filled with them and I have no issues, I'd say I currently have about 50 to 70 objects running Gamemode blocks at a time.

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I'm not surprised. I think a lot of the talk against them comes from older forms of this engine, and may have had something to do with the hardware that was common at that time, compounded by an inefficient optimising code that ran object scripts regardless of whether or not the object was present in the loaded cell (though I have no personal experience with anything but New Vegas, as far as mods/modding or significant time playing are concerned; this is just what I've been led to understand).

 

Now the real question is, what impact does a quest script have if it's never turned off, how many quests would it take to make this impact significant (factoring in all the variables like different functions and amounts of functions and all that), and what can be said on the subject of low quest delays. I haven't noticed any problems with quests updating as frequently as every .1 seconds even.

 

I'm still very careful to turn my scripts on and off as they become necessary and unnecessary, just to be certain I don't add to any impact anything may have, but the whole thing is very intriguing.

Edited by EPDGaffney
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The way I see it the thing to keep close tabs on is Gamemode blocks with physical scripts. The one room in my mod that does cause performance issues is the armory, it has dynamic display and so every item is being constantly updated with MoveToEditorLocation. I've done three passes on optimizing these scripts and performance gets better each time, but it still hammers my FPS when the armory is fully stocked. I use safeguards to disable the weapons whenever the case is closed or the player is out of the room to restore the performance. I'm still trying to find a better way, but I think I may have it optimized as good as it will get.

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One of my goals in modding is to create new experiences without losing immersion, to do this I innovate using scripts and I don't use new models/textures. So because of this any items I want to display I have to use the item's world model and then use scripts to keep it in place. This room in particular has a massive amount of these items (all weapons including DLC plus ammo and some armor). It basically adds up when every piece is showing, now the scripts that hold them in place is on their parent containers so it's condensed but still its a lot of scripting in a small space.

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I'm still a little confused but I'd like to help you optimise your script if I may. You use a script to keep what in place, exactly, the items? And is this for every item/weapon in the game or just the ones the player has put in this room or what? Could I see some of your script?

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Here is one of the weapon display scripts, as you'll see I have taken steps to disable the weapons at any point the display case is closed or the player is out the room (defined by Positions):

 

scn GMArmoryContMeleeScript

Begin Gamemode
if (player.GetPos Z < 7700) && (player.GetInCell GMMansion == 1) && (player.GetPos Y < 950)
if (GMArmoryWeaponHatchRef01.GetOpenState != 3)
GMArmoryWeapRefRollingPin.ToggleObjectCollision 0
GMArmoryWeapRefLeadPipe.ToggleObjectCollision 0
GMArmoryWeapRefLeadPipeUnique.ToggleObjectCollision 0
GMArmoryWeapRefTireIron.ToggleObjectCollision 0
GMArmoryWeapRefPoliceBaton.ToggleObjectCollision 0
GMArmoryWeapRefPoolCue.ToggleObjectCollision 0
GMArmoryWeapRefBaseballBat.ToggleObjectCollision 0
GMArmoryWeapRefSuperSledge.ToggleObjectCollision 0
GMArmoryWeapRefSuperSledgeUnique.ToggleObjectCollision 0
GMArmoryWeapRefSledgehammer.ToggleObjectCollision 0
GMArmoryWeapRefRebarClub.ToggleObjectCollision 0
GMArmoryWeapRef9Iron.ToggleObjectCollision 0
GMArmoryWeapRefGolfDriver.ToggleObjectCollision 0
GMArmoryWeapRefSpear.ToggleObjectCollision 0
GMArmoryWeapRefCombatKnife.ToggleObjectCollision 0
GMArmoryWeapRefCombatKnifeUnique.ToggleObjectCollision 0
GMArmoryWeapRefKnife.ToggleObjectCollision 0
GMArmoryWeapRefSwitchBlade.ToggleObjectCollision 0
GMArmoryWeapRefStraightRazor.ToggleObjectCollision 0
GMArmoryWeapRefStraightRazorUnique.ToggleObjectCollision 0
GMArmoryWeapRefCleaver.ToggleObjectCollision 0
GMArmoryWeapRefCleaverUnique.ToggleObjectCollision 0
GMArmoryWeapRefMachete.ToggleObjectCollision 0
GMArmoryWeapRefMacheteGladius.ToggleObjectCollision 0
GMArmoryWeapRefFireAxe.ToggleObjectCollision 0
GMArmoryWeapRefFireAxeUnique.ToggleObjectCollision 0
GMArmoryWeapRefHatchet.ToggleObjectCollision 0
GMArmoryWeapRefThrowingHatchet.ToggleObjectCollision 0
GMArmoryWeapRefRipper.ToggleObjectCollision 0
GMArmoryWeapRefChainsaw.ToggleObjectCollision 0
GMArmoryWeapRefThermicLance.ToggleObjectCollision 0
GMArmoryWeapRefShishkebab.ToggleObjectCollision 0
GMArmoryWeapRefCattleProd.ToggleObjectCollision 0
GMArmoryWeapRefPowerFist.ToggleObjectCollision 0
GMArmoryWeapRefZapGlove.ToggleObjectCollision 0
GMArmoryWeapRefZapGloveUnique.ToggleObjectCollision 0
GMArmoryWeapRefDisplacerGlove.ToggleObjectCollision 0
GMArmoryWeapRefDisplacerGloveUnique.ToggleObjectCollision 0
GMArmoryWeapRefBallisticFist.ToggleObjectCollision 0
GMArmoryWeapRefBoxingGloves.ToggleObjectCollision 0
GMArmoryWeapRefBoxingGoldenGloves.ToggleObjectCollision 0
GMArmoryWeapRefDogTagFist.ToggleObjectCollision 0
GMArmoryWeapRefBoxingTape.ToggleObjectCollision 0
GMArmoryWeapRefThrowingKnife.ToggleObjectCollision 0
GMArmoryWeapRefNailBoard.ToggleObjectCollision 0
GMArmoryWeapRefShovel.ToggleObjectCollision 0

if (GetItemCount WeapPowerFist >= 1)
GMArmoryWeapRefPowerFist.enable 0
GMArmoryWeapRefPowerFist.MoveToEditorPosition
elseif (GetItemCount WeapPowerFist <= 0)
GMArmoryWeapRefPowerFist.disable
endif

if (GetItemCount WeapNVZapGlove >= 1)
GMArmoryWeapRefZapGlove.enable 0
GMArmoryWeapRefZapGlove.MoveToEditorPosition
elseif (GetItemCount WeapNVZapGlove <= 0)
GMArmoryWeapRefZapGlove.disable
endif

if (GetItemCount WeapNVZapGloveUnique >= 1)
GMArmoryWeapRefZapGloveUnique.enable 0
GMArmoryWeapRefZapGloveUnique.MoveToEditorPosition
elseif (GetItemCount WeapNVZapGloveUnique <= 0)
GMArmoryWeapRefZapGloveUnique.disable
endif

if (GetItemCount WeapNVDisplacerGlove >= 1)
GMArmoryWeapRefDisplacerGlove.enable 0
GMArmoryWeapRefDisplacerGlove.MoveToEditorPosition
elseif (GetItemCount WeapNVDisplacerGlove <= 0)
GMArmoryWeapRefDisplacerGlove.disable
endif

if (GetItemCount WeapNVDisplacerGloveUnique >= 1)
GMArmoryWeapRefDisplacerGloveUnique.enable 0
GMArmoryWeapRefDisplacerGloveUnique.MoveToEditorPosition
elseif (GetItemCount WeapNVDisplacerGloveUnique <= 0)
GMArmoryWeapRefDisplacerGloveUnique.disable
endif

if (GetItemCount WeapNVBallisticFist >= 1)
GMArmoryWeapRefBallisticFist.enable 0
GMArmoryWeapRefBallisticFist.MoveToEditorPosition
elseif (GetItemCount WeapNVBallisticFist <= 0)
GMArmoryWeapRefBallisticFist.disable
endif

if (GetItemCount WeapNVBoxingGloves >= 1)
GMArmoryWeapRefBoxingGloves.enable 0
GMArmoryWeapRefBoxingGloves.MoveToEditorPosition
elseif (GetItemCount WeapNVBoxingGloves <= 0)
GMArmoryWeapRefBoxingGloves.disable
endif

if (GetItemCount WeapNVBoxingGoldenGloves >= 1)
GMArmoryWeapRefBoxingGoldenGloves.enable 0
GMArmoryWeapRefBoxingGoldenGloves.MoveToEditorPosition
elseif (GetItemCount WeapNVBoxingGoldenGloves <= 0)
GMArmoryWeapRefBoxingGoldenGloves.disable
endif

if (GetItemCount WeapNVDogTagFist >= 1)
GMArmoryWeapRefDogTagFist.enable 0
GMArmoryWeapRefDogTagFist.MoveToEditorPosition
elseif (GetItemCount WeapNVDogTagFist <= 0)
GMArmoryWeapRefDogTagFist.disable
endif

if (GetItemCount WeapNVBoxingTape >= 1)
GMArmoryWeapRefBoxingTape.enable 0
GMArmoryWeapRefBoxingTape.MoveToEditorPosition
elseif (GetItemCount WeapNVBoxingTape <= 0)
GMArmoryWeapRefBoxingTape.disable
endif

if (GetItemCount WeapNVThrowingKnife >= 1)
GMArmoryWeapRefThrowingKnife.enable 0
GMArmoryWeapRefThrowingKnife.MoveToEditorPosition
elseif (GetItemCount WeapNVThrowingKnife <= 0)
GMArmoryWeapRefThrowingKnife.disable
endif

if (GetItemCount WeapRollingPin >= 1)
GMArmoryWeapRefRollingPin.enable 0
GMArmoryWeapRefRollingPin.MoveToEditorPosition
elseif (GetItemCount WeapRollingPin <= 0)
GMArmoryWeapRefRollingPin.disable
endif

if (GetItemCount WeapLeadPipe >= 1)
GMArmoryWeapRefLeadPipe.enable 0
GMArmoryWeapRefLeadPipe.MoveToEditorPosition
elseif (GetItemCount WeapLeadPipe <= 0)
GMArmoryWeapRefLeadPipe.disable
endif

if (GetItemCount WeapNVLeadPipeUnique >= 1)
GMArmoryWeapRefLeadPipeUnique.enable 0
GMArmoryWeapRefLeadPipeUnique.MoveToEditorPosition
elseif (GetItemCount WeapNVLeadPipeUnique <= 0)
GMArmoryWeapRefLeadPipeUnique.disable
endif

if (GetItemCount WeapTireIron >= 1)
GMArmoryWeapRefTireIron.enable 0
GMArmoryWeapRefTireIron.MoveToEditorPosition
elseif (GetItemCount WeapTireIron <= 0)
GMArmoryWeapRefTireIron.disable
endif

if (GetItemCount WeapPoliceBaton >= 1)
GMArmoryWeapRefPoliceBaton.enable 0
GMArmoryWeapRefPoliceBaton.MoveToEditorPosition
elseif (GetItemCount WeapPoliceBaton <= 0)
GMArmoryWeapRefPoliceBaton.disable
endif

if (GetItemCount WeapPoolCue >= 1)
GMArmoryWeapRefPoolCue.enable 0
GMArmoryWeapRefPoolCue.MoveToEditorPosition
elseif (GetItemCount WeapPoolCue <= 0)
GMArmoryWeapRefPoolCue.disable
endif

if (GetItemCount WeapBaseballBat >= 1)
GMArmoryWeapRefBaseballBat.enable 0
GMArmoryWeapRefBaseballBat.MoveToEditorPosition
elseif (GetItemCount WeapBaseballBat <= 0)
GMArmoryWeapRefBaseballBat.disable
endif

if (GetItemCount WeapSuperSledge >= 1)
GMArmoryWeapRefSuperSledge.enable 0
GMArmoryWeapRefSuperSledge.MoveToEditorPosition
elseif (GetItemCount WeapSuperSledge <= 0)
GMArmoryWeapRefSuperSledge.disable
endif

if (GetItemCount WeapSuperSledgeUnique >= 1)
GMArmoryWeapRefSuperSledgeUnique.enable 0
GMArmoryWeapRefSuperSledgeUnique.MoveToEditorPosition
elseif (GetItemCount WeapSuperSledgeUnique <= 0)
GMArmoryWeapRefSuperSledgeUnique.disable
endif

if (GetItemCount WeapSledgehammer >= 1)
GMArmoryWeapRefSledgehammer.enable 0
GMArmoryWeapRefSledgehammer.MoveToEditorPosition
elseif (GetItemCount WeapSledgehammer <= 0)
GMArmoryWeapRefSledgehammer.disable
endif

if (GetItemCount WeapNVRebarClub >= 1)
GMArmoryWeapRefRebarClub.enable 0
GMArmoryWeapRefRebarClub.MoveToEditorPosition
elseif (GetItemCount WeapNVRebarClub <= 0)
GMArmoryWeapRefRebarClub.disable
endif

if (GetItemCount WeapNV9iron >= 1)
GMArmoryWeapRef9Iron.enable 0
GMArmoryWeapRef9Iron.MoveToEditorPosition
elseif (GetItemCount WeapNV9iron <= 0)
GMArmoryWeapRef9Iron.disable
endif

if (GetItemCount WeapNVDriverUnique >= 1)
GMArmoryWeapRefGolfDriver.enable 0
GMArmoryWeapRefGolfDriver.MoveToEditorPosition
elseif (GetItemCount WeapNVDriverUnique <= 0)
GMArmoryWeapRefGolfDriver.disable
endif

if (GetItemCount WeapNVThrowingSpear >= 1)
GMArmoryWeapRefSpear.enable 0
GMArmoryWeapRefSpear.MoveToEditorPosition
elseif (GetItemCount WeapNVThrowingSpear <= 0)
GMArmoryWeapRefSpear.disable
endif

if (GetItemCount WeapKnifeCombat >= 1)
GMArmoryWeapRefCombatKnife.enable 0
GMArmoryWeapRefCombatKnife.MoveToEditorPosition
elseif (GetItemCount WeapKnifeCombat <= 0)
GMArmoryWeapRefCombatKnife.disable
endif

if (GetItemCount WeapNVKnifeCombatUnique >= 1)
GMArmoryWeapRefCombatKnifeUnique.enable 0
GMArmoryWeapRefCombatKnifeUnique.MoveToEditorPosition
elseif (GetItemCount WeapNVKnifeCombatUnique <= 0)
GMArmoryWeapRefCombatKnifeUnique.disable
endif

if (GetItemCount WeapKnife >= 1)
GMArmoryWeapRefKnife.enable 0
GMArmoryWeapRefKnife.MoveToEditorPosition
elseif (GetItemCount WeapKnife <= 0)
GMArmoryWeapRefKnife.disable
endif

if (GetItemCount WeapSwitchBlade >= 1)
GMArmoryWeapRefSwitchBlade.enable 0
GMArmoryWeapRefSwitchBlade.MoveToEditorPosition
elseif (GetItemCount WeapSwitchBlade <= 0)
GMArmoryWeapRefSwitchBlade.disable
endif

if (GetItemCount WeapNVStraightRazor >= 1)
GMArmoryWeapRefStraightRazor.enable 0
GMArmoryWeapRefStraightRazor.MoveToEditorPosition
elseif (GetItemCount WeapNVStraightRazor <= 0)
GMArmoryWeapRefStraightRazor.disable
endif

if (GetItemCount WeapNVStraightRazorUnique >= 1)
GMArmoryWeapRefStraightRazorUnique.enable 0
GMArmoryWeapRefStraightRazorUnique.MoveToEditorPosition
elseif (GetItemCount WeapNVStraightRazorUnique <= 0)
GMArmoryWeapRefStraightRazorUnique.disable
endif

if (GetItemCount WeapNVCleaver >= 1)
GMArmoryWeapRefCleaver.enable 0
GMArmoryWeapRefCleaver.MoveToEditorPosition
elseif (GetItemCount WeapNVCleaver <= 0)
GMArmoryWeapRefCleaver.disable
endif

if (GetItemCount WeapNVCleaverUnique >= 1)
GMArmoryWeapRefCleaverUnique.enable 0
GMArmoryWeapRefCleaverUnique.MoveToEditorPosition
elseif (GetItemCount WeapNVCleaverUnique <= 0)
GMArmoryWeapRefCleaverUnique.disable
endif

if (GetItemCount WeapNVMachete >= 1)
GMArmoryWeapRefMachete.enable 0
GMArmoryWeapRefMachete.MoveToEditorPosition
elseif (GetItemCount WeapNVMachete <= 0)
GMArmoryWeapRefMachete.disable
endif

if (GetItemCount WeapNVMacheteGladius >= 1)
GMArmoryWeapRefMacheteGladius.enable 0
GMArmoryWeapRefMacheteGladius.MoveToEditorPosition
elseif (GetItemCount WeapNVMacheteGladius <= 0)
GMArmoryWeapRefMacheteGladius.disable
endif

if (GetItemCount WeapNVFireaxe >= 1)
GMArmoryWeapRefFireAxe.enable 0
GMArmoryWeapRefFireAxe.MoveToEditorPosition
elseif (GetItemCount WeapNVFireaxe <= 0)
GMArmoryWeapRefFireAxe.disable
endif

if (GetItemCount WeapNVFireaxeUnique >= 1)
GMArmoryWeapRefFireAxeUnique.enable 0
GMArmoryWeapRefFireAxeUnique.MoveToEditorPosition
elseif (GetItemCount WeapNVFireaxeUnique <= 0)
GMArmoryWeapRefFireAxeUnique.disable
endif

if (GetItemCount WeapNVHatchet >= 1)
GMArmoryWeapRefHatchet.enable 0
GMArmoryWeapRefHatchet.MoveToEditorPosition
elseif (GetItemCount WeapNVHatchet <= 0)
GMArmoryWeapRefHatchet.disable
endif

if (GetItemCount WeapNVThrowingHatchet >= 1)
GMArmoryWeapRefThrowingHatchet.enable 0
GMArmoryWeapRefThrowingHatchet.MoveToEditorPosition
elseif (GetItemCount WeapNVThrowingHatchet <= 0)
GMArmoryWeapRefThrowingHatchet.disable
endif

if (GetItemCount WeapRipper >= 1)
GMArmoryWeapRefRipper.enable 0
GMArmoryWeapRefRipper.MoveToEditorPosition
elseif (GetItemCount WeapRipper <= 0)
GMArmoryWeapRefRipper.disable
endif

if (GetItemCount WeapNVChainsaw >= 1)
GMArmoryWeapRefChainsaw.enable 0
GMArmoryWeapRefChainsaw.MoveToEditorPosition
elseif (GetItemCount WeapNVChainsaw <= 0)
GMArmoryWeapRefChainsaw.disable
endif

if (GetItemCount WeapThermicLance >= 1)
GMArmoryWeapRefThermicLance.enable 0
GMArmoryWeapRefThermicLance.MoveToEditorPosition
elseif (GetItemCount WeapThermicLance <= 0)
GMArmoryWeapRefThermicLance.disable
endif

if (GetItemCount WeapShishkebab >= 1)
GMArmoryWeapRefShishkebab.enable 0
GMArmoryWeapRefShishkebab.MoveToEditorPosition
elseif (GetItemCount WeapShishkebab <= 0)
GMArmoryWeapRefShishkebab.disable
endif

if (GetItemCount WeapCattleProd >= 1)
GMArmoryWeapRefCattleProd.enable 0
GMArmoryWeapRefCattleProd.MoveToEditorPosition
elseif (GetItemCount WeapCattleProd <= 0)
GMArmoryWeapRefCattleProd.disable
endif

if (GetItemCount WeapNailBoard >= 1)
GMArmoryWeapRefNailBoard.enable 0
GMArmoryWeapRefNailBoard.MoveToEditorPosition
elseif (GetItemCount WeapNailBoard <= 0)
GMArmoryWeapRefNailBoard.disable
endif

if (GetItemCount WeapShovel >= 1)
GMArmoryWeapRefShovel.enable 0
GMArmoryWeapRefShovel.MoveToEditorPosition
elseif (GetItemCount WeapShovel <= 0)
GMArmoryWeapRefShovel.disable
endif
elseif (GMArmoryWeaponHatchRef01.GetOpenState == 3)
GMArmoryWeapRefRollingPin.disable
GMArmoryWeapRefLeadPipe.disable
GMArmoryWeapRefLeadPipeUnique.disable
GMArmoryWeapRefTireIron.disable
GMArmoryWeapRefPoliceBaton.disable
GMArmoryWeapRefPoolCue.disable
GMArmoryWeapRefBaseballBat.disable
GMArmoryWeapRefSuperSledge.disable
GMArmoryWeapRefSuperSledgeUnique.disable
GMArmoryWeapRefSledgehammer.disable
GMArmoryWeapRefRebarClub.disable
GMArmoryWeapRef9Iron.disable
GMArmoryWeapRefGolfDriver.disable
GMArmoryWeapRefSpear.disable
GMArmoryWeapRefCombatKnife.disable
GMArmoryWeapRefCombatKnifeUnique.disable
GMArmoryWeapRefKnife.disable
GMArmoryWeapRefSwitchBlade.disable
GMArmoryWeapRefStraightRazor.disable
GMArmoryWeapRefStraightRazorUnique.disable
GMArmoryWeapRefCleaver.disable
GMArmoryWeapRefCleaverUnique.disable
GMArmoryWeapRefMachete.disable
GMArmoryWeapRefMacheteGladius.disable
GMArmoryWeapRefFireAxe.disable
GMArmoryWeapRefFireAxeUnique.disable
GMArmoryWeapRefHatchet.disable
GMArmoryWeapRefThrowingHatchet.disable
GMArmoryWeapRefRipper.disable
GMArmoryWeapRefChainsaw.disable
GMArmoryWeapRefThermicLance.disable
GMArmoryWeapRefShishkebab.disable
GMArmoryWeapRefCattleProd.disable
GMArmoryWeapRefPowerFist.disable
GMArmoryWeapRefZapGlove.disable
GMArmoryWeapRefZapGloveUnique.disable
GMArmoryWeapRefDisplacerGlove.disable
GMArmoryWeapRefDisplacerGloveUnique.disable
GMArmoryWeapRefBallisticFist.disable
GMArmoryWeapRefBoxingGloves.disable
GMArmoryWeapRefBoxingGoldenGloves.disable
GMArmoryWeapRefDogTagFist.disable
GMArmoryWeapRefBoxingTape.disable
GMArmoryWeapRefThrowingKnife.disable
GMArmoryWeapRefNailBoard.disable
GMArmoryWeapRefShovel.disable
GMArmoryWeapRefRollingPin.ToggleObjectCollision 1
GMArmoryWeapRefLeadPipe.ToggleObjectCollision 1
GMArmoryWeapRefLeadPipeUnique.ToggleObjectCollision 1
GMArmoryWeapRefTireIron.ToggleObjectCollision 1
GMArmoryWeapRefPoliceBaton.ToggleObjectCollision 1
GMArmoryWeapRefPoolCue.ToggleObjectCollision 1
GMArmoryWeapRefBaseballBat.ToggleObjectCollision 1
GMArmoryWeapRefSuperSledge.ToggleObjectCollision 1
GMArmoryWeapRefSuperSledgeUnique.ToggleObjectCollision 1
GMArmoryWeapRefSledgehammer.ToggleObjectCollision 1
GMArmoryWeapRefRebarClub.ToggleObjectCollision 1
GMArmoryWeapRef9Iron.ToggleObjectCollision 1
GMArmoryWeapRefGolfDriver.ToggleObjectCollision 1
GMArmoryWeapRefSpear.ToggleObjectCollision 1
GMArmoryWeapRefCombatKnife.ToggleObjectCollision 1
GMArmoryWeapRefCombatKnifeUnique.ToggleObjectCollision 1
GMArmoryWeapRefKnife.ToggleObjectCollision 1
GMArmoryWeapRefSwitchBlade.ToggleObjectCollision 1
GMArmoryWeapRefStraightRazor.ToggleObjectCollision 1
GMArmoryWeapRefStraightRazorUnique.ToggleObjectCollision 1
GMArmoryWeapRefCleaver.ToggleObjectCollision 1
GMArmoryWeapRefCleaverUnique.ToggleObjectCollision 1
GMArmoryWeapRefMachete.ToggleObjectCollision 1
GMArmoryWeapRefMacheteGladius.ToggleObjectCollision 1
GMArmoryWeapRefFireAxe.ToggleObjectCollision 1
GMArmoryWeapRefFireAxeUnique.ToggleObjectCollision 1
GMArmoryWeapRefHatchet.ToggleObjectCollision 1
GMArmoryWeapRefThrowingHatchet.ToggleObjectCollision 1
GMArmoryWeapRefRipper.ToggleObjectCollision 1
GMArmoryWeapRefChainsaw.ToggleObjectCollision 1
GMArmoryWeapRefThermicLance.ToggleObjectCollision 1
GMArmoryWeapRefShishkebab.ToggleObjectCollision 1
GMArmoryWeapRefCattleProd.ToggleObjectCollision 1
GMArmoryWeapRefPowerFist.ToggleObjectCollision 1
GMArmoryWeapRefZapGlove.ToggleObjectCollision 1
GMArmoryWeapRefZapGloveUnique.ToggleObjectCollision 1
GMArmoryWeapRefDisplacerGlove.ToggleObjectCollision 1
GMArmoryWeapRefDisplacerGloveUnique.ToggleObjectCollision 1
GMArmoryWeapRefBallisticFist.ToggleObjectCollision 1
GMArmoryWeapRefBoxingGloves.ToggleObjectCollision 1
GMArmoryWeapRefBoxingGoldenGloves.ToggleObjectCollision 1
GMArmoryWeapRefDogTagFist.ToggleObjectCollision 1
GMArmoryWeapRefBoxingTape.ToggleObjectCollision 1
GMArmoryWeapRefThrowingKnife.ToggleObjectCollision 1
GMArmoryWeapRefNailBoard.ToggleObjectCollision 1
GMArmoryWeapRefShovel.ToggleObjectCollision 1
endif

elseif (player.GetPos Z > 7700) && (player.GetPos Z < 7800)
GMArmoryWeapRefRollingPin.disable
GMArmoryWeapRefLeadPipe.disable
GMArmoryWeapRefLeadPipeUnique.disable
GMArmoryWeapRefTireIron.disable
GMArmoryWeapRefPoliceBaton.disable
GMArmoryWeapRefPoolCue.disable
GMArmoryWeapRefBaseballBat.disable
GMArmoryWeapRefSuperSledge.disable
GMArmoryWeapRefSuperSledgeUnique.disable
GMArmoryWeapRefSledgehammer.disable
GMArmoryWeapRefRebarClub.disable
GMArmoryWeapRef9Iron.disable
GMArmoryWeapRefGolfDriver.disable
GMArmoryWeapRefSpear.disable
GMArmoryWeapRefCombatKnife.disable
GMArmoryWeapRefCombatKnifeUnique.disable
GMArmoryWeapRefKnife.disable
GMArmoryWeapRefSwitchBlade.disable
GMArmoryWeapRefStraightRazor.disable
GMArmoryWeapRefStraightRazorUnique.disable
GMArmoryWeapRefCleaver.disable
GMArmoryWeapRefCleaverUnique.disable
GMArmoryWeapRefMachete.disable
GMArmoryWeapRefMacheteGladius.disable
GMArmoryWeapRefFireAxe.disable
GMArmoryWeapRefFireAxeUnique.disable
GMArmoryWeapRefHatchet.disable
GMArmoryWeapRefThrowingHatchet.disable
GMArmoryWeapRefRipper.disable
GMArmoryWeapRefChainsaw.disable
GMArmoryWeapRefThermicLance.disable
GMArmoryWeapRefShishkebab.disable
GMArmoryWeapRefCattleProd.disable
GMArmoryWeapRefPowerFist.disable
GMArmoryWeapRefZapGlove.disable
GMArmoryWeapRefZapGloveUnique.disable
GMArmoryWeapRefDisplacerGlove.disable
GMArmoryWeapRefDisplacerGloveUnique.disable
GMArmoryWeapRefBallisticFist.disable
GMArmoryWeapRefBoxingGloves.disable
GMArmoryWeapRefBoxingGoldenGloves.disable
GMArmoryWeapRefDogTagFist.disable
GMArmoryWeapRefBoxingTape.disable
GMArmoryWeapRefThrowingKnife.disable
GMArmoryWeapRefNailBoard.disable
GMArmoryWeapRefShovel.disable
GMArmoryWeapRefRollingPin.ToggleObjectCollision 1
GMArmoryWeapRefLeadPipe.ToggleObjectCollision 1
GMArmoryWeapRefLeadPipeUnique.ToggleObjectCollision 1
GMArmoryWeapRefTireIron.ToggleObjectCollision 1
GMArmoryWeapRefPoliceBaton.ToggleObjectCollision 1
GMArmoryWeapRefPoolCue.ToggleObjectCollision 1
GMArmoryWeapRefBaseballBat.ToggleObjectCollision 1
GMArmoryWeapRefSuperSledge.ToggleObjectCollision 1
GMArmoryWeapRefSuperSledgeUnique.ToggleObjectCollision 1
GMArmoryWeapRefSledgehammer.ToggleObjectCollision 1
GMArmoryWeapRefRebarClub.ToggleObjectCollision 1
GMArmoryWeapRef9Iron.ToggleObjectCollision 1
GMArmoryWeapRefGolfDriver.ToggleObjectCollision 1
GMArmoryWeapRefSpear.ToggleObjectCollision 1
GMArmoryWeapRefCombatKnife.ToggleObjectCollision 1
GMArmoryWeapRefCombatKnifeUnique.ToggleObjectCollision 1
GMArmoryWeapRefKnife.ToggleObjectCollision 1
GMArmoryWeapRefSwitchBlade.ToggleObjectCollision 1
GMArmoryWeapRefStraightRazor.ToggleObjectCollision 1
GMArmoryWeapRefStraightRazorUnique.ToggleObjectCollision 1
GMArmoryWeapRefCleaver.ToggleObjectCollision 1
GMArmoryWeapRefCleaverUnique.ToggleObjectCollision 1
GMArmoryWeapRefMachete.ToggleObjectCollision 1
GMArmoryWeapRefMacheteGladius.ToggleObjectCollision 1
GMArmoryWeapRefFireAxe.ToggleObjectCollision 1
GMArmoryWeapRefFireAxeUnique.ToggleObjectCollision 1
GMArmoryWeapRefHatchet.ToggleObjectCollision 1
GMArmoryWeapRefThrowingHatchet.ToggleObjectCollision 1
GMArmoryWeapRefRipper.ToggleObjectCollision 1
GMArmoryWeapRefChainsaw.ToggleObjectCollision 1
GMArmoryWeapRefThermicLance.ToggleObjectCollision 1
GMArmoryWeapRefShishkebab.ToggleObjectCollision 1
GMArmoryWeapRefCattleProd.ToggleObjectCollision 1
GMArmoryWeapRefPowerFist.ToggleObjectCollision 1
GMArmoryWeapRefZapGlove.ToggleObjectCollision 1
GMArmoryWeapRefZapGloveUnique.ToggleObjectCollision 1
GMArmoryWeapRefDisplacerGlove.ToggleObjectCollision 1
GMArmoryWeapRefDisplacerGloveUnique.ToggleObjectCollision 1
GMArmoryWeapRefBallisticFist.ToggleObjectCollision 1
GMArmoryWeapRefBoxingGloves.ToggleObjectCollision 1
GMArmoryWeapRefBoxingGoldenGloves.ToggleObjectCollision 1
GMArmoryWeapRefDogTagFist.ToggleObjectCollision 1
GMArmoryWeapRefBoxingTape.ToggleObjectCollision 1
GMArmoryWeapRefThrowingKnife.ToggleObjectCollision 1
GMArmoryWeapRefNailBoard.ToggleObjectCollision 1
GMArmoryWeapRefShovel.ToggleObjectCollision 1
endif
End

Edited by General Gred
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