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Posted
This is exactly what this line does. The message needs to be a stand alone and not a part of a menu, this is common logic.
         If iButtonA == 0
            If (Game.GetPlayer().GetEquippedItemType(0) != 11)
                LitFire()    ; If Torch is equip, Now will go to execute the enable/disable - play - delete - etc.. "Function LitFire()"
       else
              EquipTorch.Show()    ; If Torch is not equip, Player should Equip the Torch Message will show
              GoToState("Waiting")    ; After the Message and If the torch is not eqipped will RETURN to be activated again
      EndIf
     EndIf

 

Don't you read the descriptions beside them ?,

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Posted

Ok, made a few changes. I didn't explain something. Whichever source of ignition the player chooses, torch or flint, the script, in both cases, should go to the combustible items menu - Rage, Oil and Bristles. Logs won't spontaneously ignite by holding a torch to them (well they could but would take forever). I believe I fixed this by 'sending' the script to the correct function...

MyRagIgnitesFire()

instead of

LitFire()

See attached script

Still the fire lights if the player doesn't equip a torch.

https://onedrive.live.com/?cid=B60C11D037429D8E&id=B60C11D037429D8E%2134445&parId=B60C11D037429D8E%21191&o=OneUp

 

 

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Posted (edited)
All this could be avoided if you were more detailed from the beginning...
When asking for assistance always keep in mind that only you are standing in front of your PC and only you actually knows what exactly your idea is suppose to do.
I think this is what you wanted the script to do from the start.
Changes has been made.
READ THE NOTES BESIDE THEM
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Edit : Typo...

Edited by maxarturo
Posted (edited)

I removed...

GoToState("Waiting")

.. as this is a single use activator. Haven't changed anything in the script and still no joy.

Plus script repeats sections. Honest - I haven't changed anything.

https://onedrive.live.com/?cid=B60C11D037429D8E&id=B60C11D037429D8E%2134447&parId=B60C11D037429D8E%21191&o=OneUp

 

https://onedrive.live.com/?cid=B60C11D037429D8E&id=B60C11D037429D8E%2134446&parId=B60C11D037429D8E%21191&o=OneUp

Edited by antstubell
Posted (edited)

Now that i had some free time and watch your videos, i understood.

Should be working now how you want it to...

READ THE NOTES BESIDE, IMPORTANT !.

 

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EDIT : Forgot to change something ! Check it !.

Change || to &&

Edited by maxarturo
Posted

Just got a lot of errors until I noticed that there was a : instead or ; so compiler tried to compile a comment. Fixed that but still getting...

 

(63,0): mismatched input 'EndFunction' expecting ENDIF

I attempted to fix this but cause more errors so I changed it back to the script you posted.

 

 

Posted (edited)
I'm making this in my tablet while looking at the beach and bitches.... difficult to concentrate with all those A**ES all around...


Put in "Function MyIgnitesItem()"

One moe "EndIf" at the end before "EndFunction"


* Also i edit it a little after i posted it. It's been rectify. (don't put "EndIf" now if you will copy it from above).

Edited by maxarturo
Posted (edited)
After having sex and clearing my head i Looked your videos once more and i realize that your idea has a problem from the beginning.
The problem is ORDER OF HOW THINGS SHOULD TAKE PLACE, think carefully your idea before creating a Script.
1) OPTIONAL = On Activate the Player should be informed with message about the items required, otherwise will be a constant ENTER MENU - EXIT MENU if player dosen't have all items or takes the wrong options corresponding with what he has in his inventory.
2) On Activate the Script should check if at least ONE OF EACH (Ingnite Item + Combusible Item) are in the inventory:
Torch & Flint & Rag & Oil & Bristle, otherwise will SHOW NO ITEMS Message and EXIT if NONE of them are in the inventory.
3) If the requirements above are meet will go to OPEN THE CHOOSE ITEMS MENU.
* Having the option to fire the "Choose Item Menu" with at least ONLY ONE object will result in EXITING THE MENU if the item chosen is not in the inventory.
(This is how i made the final script).
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EDIT : I was creating the Script based on yours and trying to understand what you want it to do through it.

I tested this and compare it with one of mine and it's working flawlessly.
Edited by maxarturo
Posted (edited)

Spent all morning on this and cracked it. Couldn't have done it without your help.

 

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Now, I am at peace... for a while.

EDIT: Just noticed...

iButtonA = EquipTorch.Show(); show equip torch message

can be changed to...

EquipTorch.Show(); show equip torch message

 

EDIT, EDIT: I think.

Edited by antstubell
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