Xedric Posted August 17, 2012 Share Posted August 17, 2012 (edited) scn agcTardisRemoteControlScript Begin Onequip agcTARDISdestinationTERMINALREF.Activate PlayerREF Player.UnequipItem agcTardisRemoteControl 1 End Begin Onunequip agcTARDISdematSwitchREF.Activate PlayerREF End Alright. Now I've decided to try and put it on an equip item. But how do I make it delayed to do the last line until after they leave the terminal? The issue is that I don't want to do a leave script on the terminal because the terminal does get used and there is a separate switch for the activation of the travel. I want to keep it as a separate switch. So I need that switch to activate after they leave the terminal only in this script. Edited August 17, 2012 by Xedric Link to comment Share on other sites More sharing options...
viennacalling Posted August 17, 2012 Share Posted August 17, 2012 1. Is there an copy of the terminal already placed in the different cell? If not, the GECK won't let you reference objects until they exist.2. If the copy of the terminal is already placed in the different cell, does it have a unique editor ID? If not and agcTARDISdestinationTERMINAL is actually the form ID, the GECK does not know which particular copy of that terminal you want to activate and it won't let you activate the generic version because that makes no sense. So give it a unique editor ID like agcTARDISdestinationTERMINALRef. Link to comment Share on other sites More sharing options...
Xedric Posted August 17, 2012 Author Share Posted August 17, 2012 (edited) scn agcTardisRemoteControlScript Begin Onequip agcTARDISdestinationTERMINALREF.Activate End Begin Onunequip agcTARDISdematSwitchREF.Activate End So I changed it to this code. How to I make it delay until they leave the terminal to activate the unequip script. Edit: So this is compiling but it's not running! I have this put on as the effect on an equip item but when you equip it, nothing happens! Why is that? I mean, by all accounts it should be working. When the item is equipped it should be running the terminal activate, but it's not! Edited August 17, 2012 by Xedric Link to comment Share on other sites More sharing options...
Xedric Posted August 17, 2012 Author Share Posted August 17, 2012 (edited) Okay, now I'm getting something. The following code causes the unequip effect to happen but not the equip. It's teleporting the Tardis, but it's not letting me do the equip effect and open the terminal. scn agcTARDISRemoteControlScript Begin OnEquip agcTARDISdestinationTERMINALREF.Activate Player 1 End Begin OnUnequip agcTARDISdematSwitchREF.Activate Player 1 End Edited August 17, 2012 by Xedric Link to comment Share on other sites More sharing options...
Xedric Posted August 17, 2012 Author Share Posted August 17, 2012 (edited) This is getting reeeeaaaally annoying. On the equip effect I know it does something, it just absolutely refuses to activate the terminal, even though the unequip effect flips the demat switch like it should. Edited August 17, 2012 by Xedric Link to comment Share on other sites More sharing options...
Ladez Posted August 17, 2012 Share Posted August 17, 2012 Are you equipping the item with a script using EquipItem? Cause doing that will not cause the OnEquip block to run. Link to comment Share on other sites More sharing options...
luthienanarion Posted August 17, 2012 Share Posted August 17, 2012 You can't activate a terminal that's not in the same cell as the player, no matter what you do. You'll have to move the terminal to the player if you want access to it from any location. Link to comment Share on other sites More sharing options...
Xedric Posted August 17, 2012 Author Share Posted August 17, 2012 (edited) You can't activate a terminal that's not in the same cell as the player, no matter what you do. You'll have to move the terminal to the player if you want access to it from any location. The problem here is that even when I'm in the same cell it still won't activate. If I can at least get it to activate when I'm standing right next to it I could have somewhere to go from there. How would I move it to the player and back anyway? Also, no I'm not using the equip item. I just have the item in my player's inventory. I click on it and it equips, nothing happens, I unequip it and the activator that runs the dematerialization activates. I can make the Tardis move, I just can't open the damn terminal. Edited August 17, 2012 by Xedric Link to comment Share on other sites More sharing options...
luthienanarion Posted August 17, 2012 Share Posted August 17, 2012 Terminals won't activate in MenuMode where you equip the item using the Pip-Boy menu, so using OnEquip blocks to trigger the activation won't work. Instead, have the OnEquip block change a variable in a quest script that checks the variable and activates the terminal in GameMode. Link to comment Share on other sites More sharing options...
Xedric Posted August 17, 2012 Author Share Posted August 17, 2012 (edited) Terminals won't activate in MenuMode where you equip the item using the Pip-Boy menu, so using OnEquip blocks to trigger the activation won't work. Instead, have the OnEquip block change a variable in a quest script that checks the variable and activates the terminal in GameMode. So this is what I should do? scn agcTARDISRemoteControlScript Begin Onequip SetStage agcTardisTerminal 5 End Begin Onunequip SetStage agcTardisTerminal 10 End And then on stage 5 i have an empty log entry withagcTARDISdestinationTERMINALREF.Activate Player 1 And on stage 10 i have an empty log entry withagcTARDISdematSwitchREF.Activate Player 1 Setstage agcTardisTerminalQuest 0 And I don't know if I have to have a complete quest stage or not, but I made stage 100 an empty stage with a quest complete flag. Edit: And what a surprise, the above code doesn't work. it does the same exact thing. I'm standing right next to the terminal, I equip the item and nothing happens. I unequip the item and the switch flips as it should. Edited August 17, 2012 by Xedric Link to comment Share on other sites More sharing options...
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