StealthDick Posted March 27, 2018 Author Share Posted March 27, 2018 also these are just normal frag mines Link to comment Share on other sites More sharing options...
StealthDick Posted March 27, 2018 Author Share Posted March 27, 2018 also these are just normal frag mines I imagine you can have a script check for a custom named mine in the PC's inventory, have a trigger box that runs once the player enters it and then does a count of the custom named mine and detects when a player places it as the inventory count of the mine goes down. Likely an easier way exist to do it though.it's for a quest and this is how i want the scenario to go.PC gets asked to place mines in a road, PC drops the mines inside the trigger box, quest updates, another npc comes by and steps on them. Link to comment Share on other sites More sharing options...
StealthDick Posted March 27, 2018 Author Share Posted March 27, 2018 also these are just normal frag mines I imagine you can have a script check for a custom named mine in the PC's inventory, have a trigger box that runs once the player enters it and then does a count of the custom named mine and detects when a player places it as the inventory count of the mine goes down. Likely an easier way exist to do it though.it's for a quest and this is how i want the scenario to go.PC gets asked to place mines in a road, PC drops the mines inside the trigger box, quest updates, another npc comes by and steps on them. Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 27, 2018 Share Posted March 27, 2018 I recommend the Activator method for this. The reason is that if they're just arming regular frag mines, a player can place the mines and the quest can update, and then the player can shoot the mines or Malcolm Holmes might run on them or whatever. So I would just make an entire patch of ground an Activator, then when the player activates it, either all three mines are enabled (and aren't really live), or you can update a variable and have the player activate the ground once per mine. Then when the NPC that is about to meet their untimely fate enters that activator/trigger, the mines are disabled, several frag explosions are placed, and the NPC is killed via KillActor Player 0. Other choice is just to make the quest update when the NPC dies. You can have the player fail the quest if the NPC is not killed in a specific location or specific way if you want. Because other than these two things, you are going to have a real headache accounting for everything, is the way I see it. Link to comment Share on other sites More sharing options...
StealthDick Posted March 27, 2018 Author Share Posted March 27, 2018 also these are just normal frag mines I imagine you can have a script check for a custom named mine in the PC's inventory, have a trigger box that runs once the player enters it and then does a count of the custom named mine and detects when a player places it as the inventory count of the mine goes down. Likely an easier way exist to do it though.it's for a quest and this is how i want the scenario to go. PC gets asked to place mines in a road, PC drops the mines inside the trigger box, quest updates, another npc comes by and steps on them. yeah i just said f*#@ it and made an activator but i ran into another problem. I set up a bunch of projectile mines that get enabled through an activator except they just dont spawn, here is the activator script I made. scn aaaMineDeployerScript short button begin onactivate If aaaQuestName.bHEChoice == 1showmessage aaaMineMessage01 elseif aaaQuestName.bHEChoice == 2showmessage aaaMineMessage02 endif endifEND begin menumode 1001 set button to getbuttonpressed if (button ==0)MineSpawnA.enableMineDeployerREF.disableshowmessage aaaMineMessage03player.additem WeapNVFragMine 4 elseif (button ==1)MineSpawnA.enableMineSpawnB.enableMineDeployerREF.disableshowmessage aaaMineMessage04 endifEND MineSpawnA & B are Frag Mine projectiles that are initially disabled and are enable parents too multiple other minesMineDeployerREF is the activator. It all works in game the mines just dont spawn. Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 27, 2018 Share Posted March 27, 2018 (edited) I would again just fake the mines and use the trigger to blow up your NPC. For messages, MenuMode doesn't work that well and I would use GameMode if you're doing it with vanilla functions, but I will use JIP LN's superior message box function over that every time:https://geckwiki.com/index.php/MessageBoxExAlt It's much cleaner and doesn't require a whole message to be placed in some other category in the GECK. For example: scn aaaMineDeployerScript Begin OnActivate If IsActionRef Player If aaaQuestName.bHEChoice == 1 MessageBoxExAlt MineMessageUDFScript1 "^Mines from that quest you got^I see you got them minez, want u 2 deploy them??|Yes|No" ElseIf aaaQuestName.bHEChoice == 2 MessageBoxExAlt MineMessageUDFScript2 "^Mines from that quest you got^I see you got them minez, want u 2 deploy them??|Yes|No" EndIf EndIf End scn MineMessageUDFScript1 int iButton begin Function {iButton} if iButton == 0 MineSpawnA.enable MineDeployerREF.disable showmessage aaaMineMessage03 player.additem WeapNVFragMine 4 elseif iButton == 1 MineSpawnA.enable MineSpawnB.enable MineDeployerREF.disable showmessage aaaMineMessage04 endif endI'm a little unclear on what your script is supposed to do, so don't take that as gospel or anything, but it's something that should help you along if you want to use this function (which if you want to continue modding with messages, save yourself a lot of trouble and start now). Edit: Obviously, if you want to use JIP LN functions, you'll need to get JIP LN from the Nexus, which requires NVSE, and if you have NVSE but aren't using JIP LN yet, NVSE absolutely must be up to date. Edited March 27, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
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