Deleted2746547User Posted October 11, 2012 Author Posted October 11, 2012 On 10/9/2012 at 7:05 PM, Quetzlsacatanango said: If that is what you want to happen, yeah, you could probably do the opposite. Never tried it personally but I would guess that's how the casino scripts work when they take your stuff and then give it back. mycontainerref.removeallitems mybrahminref Try it and see what happens. Question: would that need to be written as a separate script like scn BlackbriarAkstonSaltWorksDelivery or just the mycontainer.remove etc. at the end of a ai package for the brahmin?
Deleted2746547User Posted October 11, 2012 Author Posted October 11, 2012 I know I'm missing something because BlackbriarMInedAkstonBrahminCargo.removeallitems BlackbriarBaseStorage isn't working :(
devinpatterson Posted October 11, 2012 Posted October 11, 2012 On 10/11/2012 at 3:08 AM, namaskar said: I know I'm missing something because BlackbriarMInedAkstonBrahminCargo.removeallitems BlackbriarBaseStorage isn't working :( Oh hey, if this is a specific reference (as opposed to it's base type), ie one brahmin in the wasteland, wouldn't you have to use the reference id?
devinpatterson Posted October 11, 2012 Posted October 11, 2012 (edited) I mean you of course name the bramin ref anything you want, but usually it's BlackbriarMInedAkstonBrahminCargoREF Edited October 11, 2012 by devinpatterson
Deleted2746547User Posted October 11, 2012 Author Posted October 11, 2012 On 10/11/2012 at 5:45 PM, devinpatterson said: I mean you of course name the bramin ref anything you want, but usually it's BlackbriarMInedAkstonBrahminCargoREF I've tried that but I will do it again. I still that code on the result script of the end of the AI package for the brahmin's patrol. And I have BlackbriarMInedAkstonBrahminCargoREF.additem BlackbriarSalt 5 as the code for the start. The patrol consists of 5 x marker headings linked together. nada :/
Deleted2746547User Posted October 11, 2012 Author Posted October 11, 2012 here's what I have on the starting for the brahmin's AI package patrol: BlackbriarMinedAkstonBrahminCargoRef.additem BlackbriarSalt 5 and here is the end BlackbriarMinedAkstonBrahminCargoRef.removeallitems BlackbriarBaseStorageRef Doesn't drop supplies off when he makes it to the last x marker heading on the patrol
devinpatterson Posted October 11, 2012 Posted October 11, 2012 (edited) OK so you do have a different name for your reference than your base form tehn right? Like you have a BlackbriarMInedAkstonBrahminCargo baseform listed under ->creatures->brahmin. then you have a reference that's actually in your cell and his name is BlackbriarMInedAkstonBrahminCargoREF, right? Because if you had the BlackbriarMInedAkstonBrahminCargo base form, and you dropped him down in your cell, but didn't rename that reference to something specific like BlackbriarMinedAkstonBrahminCargoRef and it went through a activator/trigger with a script like this; BlackbriarMinedAkstonBrahminCargo.removeallitems BlackbriarBaseStorageRef I don't think it would work. It would need a specific reference container ( BlackbriarMInedAkstonBrahminCargoREF) to take items out of. nor would BlackbriarMinedAkstonBrahminCargoREF.removeallitems BlackbriarBaseStorageRef if you didn't rename the reference form that, and just changed the basefrom to inclue REF on the end of it's ID. So two forms, BlackbriarMInedAkstonBrahminCargo in the geck object window under actors->creatures->mutated animals->brahmin. But BlackbriarMInedAkstonBrahminCargoREF in your cellview->worldspace->wastelandNV. Sorry to waste time if that's already the case, just wanted to make sure. Edited October 11, 2012 by devinpatterson
Deleted2746547User Posted October 11, 2012 Author Posted October 11, 2012 Like I said my friend, the scripting thing I have never really gotten. I have a feeling there are a lot of things, for the sake of "form" that I will need to go back and rename. :/ I dread the thought of that...... Anyway... In this case.. the worldview Ref Editor ID is BlackbriarMInedAkstonBrahminCargoREF
Deleted2746547User Posted October 11, 2012 Author Posted October 11, 2012 (edited) So, right now the Brahmin's AI patrol package result script starts with the Add items to brahmin code and the end is removitems code. But doesn't seem to trigger when the brahmin starts or finishes the route Edited October 11, 2012 by Guest
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