Deleted2746547User Posted May 20, 2012 Share Posted May 20, 2012 Working on a new mod and could use scripting/quest help from anyone willing to lend their time and expertise. The MOD IS: Restoration Movement - US READ MOD DESCRIPTION) and definitely need some coding assistance with scripts, quests,etc. Also, anyone that would like to test, give feedback, or help with development - please let me know. THANKS!! Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted May 21, 2012 Share Posted May 21, 2012 You'll be a lot better off asking specific questions for things you get stumped on. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 21, 2012 Author Share Posted May 21, 2012 You'll be a lot better off asking specific questions for things you get stumped on. There you are again! Very good to see you... Ok, so here are three scripts to go with 1 of my main problems.... One major issue I'm having is with a "power" script. That is, I set up a Quest that handles the "power" for lights, computers, etc. at the base I'm constructing in my mod.Once you provide fission batteries that enables a script that will allow you to turn on various light switches, etc. throughout the base. however, once you run out of batteries (batteries convert to "fuel" in the script) the lights turn off and you have to provide more. etc. Anyway, I had it working correctly before but now, I can't get it working. not sure if its b/c of a change in link ref or enable ref or WHAT.. but i'll include the scripts so hopefully someone can help me figure out what im missing.... One script is part of the BASE QUEST ..the second handles the "fuel" tankand the light script (last) is activated when you turn on various light switches (lights are tied to markers ... when you turn on a light swtich it turns on all the light enabled by a particular marker) The marker is enabled if there is fuel in the tank. Again, I had it working and cant figure out what I changed... (jnitially disabled, enable parent, link ref or what) If you want to look at the mod/esp >>> look at the Restoration movement mod in my signature. THANKS!!!!!!!!! PS: The .esp is in m signature if you need to see the file itself. $$$$$$$$$$$$$$$$$$$$$$$$ POWER BASE SCRIPT {RAN AS PART OF THE BASE QUEST}---scn BlackbriarPowerBaseQuestScript int Fuel ; This is the total fuel units in stockint FuelRqd ; This is the calculated amount that will be used in a single 5 second period Begin GameModeIf FuelElsereturnEndif set FuelRqd to 0 ;Lghts1 uses 3 unit of Fuel/5secIf BlackbriarLgts1.GetDisabledElseset FuelRqd to FuelRqd + 3Endif ;Lghts2 uses 1 unit of Fuel/5secIf BlackbriarLgts2.GetDisabledElseset FuelRqd to FuelRqd + 1Endif ;Lghts3 uses 2 unit of Fuel/5secIf BlackbriarLgts3.GetDisabledElseset FuelRqd to FuelRqd + 2Endif ;Lghts4 uses 1 unit of Fuel/5secIf BlackbriarLgts4.GetDisabledElseset FuelRqd to FuelRqd + 1Endif ;Lghts5 uses 1 unit of Fuel/5secIf BlackbriarLgts5.GetDisabledElseset FuelRqd to FuelRqd + 1Endif ;Lghts6 uses 1 unit of Fuel/5secIf BlackbriarLgts6.GetDisabledElseset FuelRqd to FuelRqd + 1Endif ;Lghts7 uses 1 unit of Fuel/5secIf BlackbriarLgts7.GetDisabledElseset FuelRqd to FuelRqd + 3Endif ;Lghts8 uses 1 unit of Fuel/5secIf BlackbriarLgts8.GetDisabledElseset FuelRqd to FuelRqd + 1Endif ;Lghts9a uses 1 unit of Fuel/5secIf BlackbriarLgts9a.GetDisabledElseset FuelRqd to FuelRqd + 1Endif ;Lghts10a uses 1 unit of Fuel/5secIf BlackbriarLgts10a.GetDisabledElseset FuelRqd to FuelRqd + 1Endif ;Lghts11 uses 1 unit of Fuel/5secIf BlackbriarLgts11.GetDisabledElseset FuelRqd to FuelRqd + 1Endif ;Lghts12 uses 1 unit of Fuel/5secIf BlackbriarLgts12.GetDisabledElseset FuelRqd to FuelRqd + 1Endif ;Subtract the fuel usedset Fuel to Fuel - FuelRqd ;Turn off all power users when Fuel runs out.If Fuel < 1set Fuel to 0BlackbriarLgts1.DisableBlackbriarLgts2.DisableBlackbriarLgts3.DisableBlackbriarLgts4.DisableBlackbriarLgts5.DisableBlackbriarLgts6.DisableBlackbriarLgts7.DisableBlackbriarLgts8.DisableBlackbriarLgts9a.DisableBlackbriarLgts10a.DisableBlackbriarLgts11.DisableBlackbriarLgts12.Disable Endif End $$$$$$$$$$$$$$$$$$$$ NEXT SCRIPT$$$$$$$$$$$$$$$$$$$$$ Fuel Tank Script scn BlackbriarFuelTankBegin onActivateIf GetQuestRunning BlackbriarPowerBaseQuestElseStartQuest BlackbriarPowerBaseQuestEndif If player.GetItemCount FissionBatteryplayer.removeItem FissionBattery 1set BlackbriarPowerBaseQuest.Fuel to BlackbriarPowerBaseQuest.Fuel + 1500Else; ShowMessage BlackbriarPowerNoBatteries ; Uncomment when/if you want to display a msg.EndifEnd $$$$$$$$$$$$$$$$$$$NEXT SCRIPT$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Power light script ScriptName BlackbriarPowerLightScript ref light Begin OnActivateif BlackbriarPowerBaseQuest.Fuel == 0returnEndifif light == 0set light to GetLinkedRefendif if light.GetDisabledlight.Enableelselight.DisableendifActivateEnd Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted May 21, 2012 Share Posted May 21, 2012 Haven't looked at your esp yet, but I'm pretty sure you can't just do if myref.getdisabled dostuff endif It has to be if myref.getdisabled == 0 ;or set to 1 if you want stuff to happen when myref is disabled. do stuff ;if myref is enabled endif I don't believe your scripts would compile if it's not like that. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 21, 2012 Author Share Posted May 21, 2012 I'll try that but trust me, it worked before. Well, I had it working in a later version (lost my updated files so not sure what corrections I had made).... will try that though... THANKS Haven't looked at your esp yet, but I'm pretty sure you can't just do if myref.getdisabled dostuff endif It has to be if myref.getdisabled == 0 ;or set to 1 if you want stuff to happen when myref is disabled. do stuff ;if myref is enabled endif I don't believe your scripts would compile if it's not like that. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 21, 2012 Author Share Posted May 21, 2012 if that is the problem, can you help me make corrections in the script because I'm a little lost on that.itHaven't looked at your esp yet, but I'm pretty sure you can't just do if myref.getdisabled dostuff endif It has to be if myref.getdisabled == 0 ;or set to 1 if you want stuff to happen when myref is disabled. do stuff ;if myref is enabled endif I don't believe your scripts would compile if it's not like that. Link to comment Share on other sites More sharing options...
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