devinpatterson Posted October 9, 2012 Share Posted October 9, 2012 Here is the newer powerup. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted October 9, 2012 Author Share Posted October 9, 2012 Ok, here is what I have and I can't make it save... Scn BlackbriarNorthernRedoubtBuild short BlackBriarMetalResourcevariable short BlackbriarGlassResourcevariable short BlackbriarHammervariable float BlackBriarMetalResourcevariable float BlackbriarGlassResourcevariable float BlackbriarHammervariable Begin onActivate If Player.GetItemCount BlackbriarHammer >= 1 && doOnce == 0 && player.GetItemCount BlackbriarMetalResource >= 2 && player.GetItemCount BlackbriarGlassResource >= 1 player.removeItem BlackbriarMetalResource 2 player.removeItem BlackbriarGlassResource 1 set doOnce to 1 BlackbriarNorthernRedoubtActivatorRef.enable Else ShowMessage BlackbriarNorthRedoubtBuildingMaterialsMsg Endif End Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted October 9, 2012 Share Posted October 9, 2012 Like dp said, get geck power up and tell us what the error is. Don't think else is a valid term. Try elseif instead.You also don't have a variable called doonce. Add short doonce To the variables at the top. Other than that it could be anything, we are assuming all those things you list actually exist. Blackbriarhammer, blackbriarmetalresource, BlackbriarNorthernRedoubtActivatorRef, etc. Link to comment Share on other sites More sharing options...
devinpatterson Posted October 9, 2012 Share Posted October 9, 2012 (edited) Ok, here is what I have and I can't make it save... Scn BlackbriarNorthernRedoubtBuild short BlackBriarMetalResourcevariable short BlackbriarGlassResourcevariable short BlackbriarHammervariable float BlackBriarMetalResourcevariable float BlackbriarGlassResourcevariable float BlackbriarHammervariable Woah, what happened there, that wasn't in your last script. Why do you have variables declared twice once as a float and once as a short. I'm pretty sure that'd be just asking to get kicked in the nuts. For what your doing you don't need any float vars. Just use the shorts, it's only simple integers. It's not like they'll find 23050504404040504.00032 of a BlackbriarGlassResource Edited October 9, 2012 by devinpatterson Link to comment Share on other sites More sharing options...
Deleted2746547User Posted October 9, 2012 Author Share Posted October 9, 2012 here is what I have and still won;t save. Everything exists: the hammer, resources, etc. Downloading the power up again now. scn BlackbriarNorthernRedoubtActivator short BlackBriarMetalResourcevariable short BlackbriarGlassResourcevariable short BlackbriarHammervariable short doonce Begin onActivate If Player.GetItemCount BlackbriarHammer >= 1 && doOnce == 0 && player.GetItemCount BlackbriarMetalResource >= 2 && player.GetItemCount BlackbriarGlassResource >= 1 player.removeItem BlackbriarMetalResource 2 player.removeItem BlackbriarGlassResource 1 set doOnce to 1 BlackbriarNorthernRedoubtActivatorRef.enable; Builds the base BlackbriarNorthRedoubtActivatorRef.disable; removes the activator item from area Elseif ShowMessage BlackbriarNorthRedoubtBuildingMaterialsMsg Endif end Link to comment Share on other sites More sharing options...
blove Posted October 9, 2012 Share Posted October 9, 2012 Cipscis - Fallout - Script Validator You only use one of your declared variables, which is not really a problem. Your ElseIf has no condition attached and should probably just be an Else. Link to comment Share on other sites More sharing options...
devinpatterson Posted October 9, 2012 Share Posted October 9, 2012 Downloading the power up again now. Good deal, it will save a lot of hassle. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted October 9, 2012 Author Share Posted October 9, 2012 (edited) Ok, this works like a gem:::: scn BlackbriarNorthernRedoubtActivator short BlackBriarMetalResourcevariable short BlackbriarGlassResourcevariable short BlackbriarHammervariable short doonce Begin onActivate If Player.GetItemCount BlackbriarHammer >= 1 && doOnce == 0 && player.GetItemCount BlackbriarMetalResource >= 2 && player.GetItemCount BlackbriarGlassResource >= 1 player.removeItem BlackbriarMetalResource 2 player.removeItem BlackbriarGlassResource 1 set doOnce to 1 BlackbriarNorthernRedoubtActivatorRef.enable; Builds the base BlackbriarNorthRedoubtActivatorRef.disable; removes the activator item from area Else ShowMessage BlackbriarNorthRedoubtBuildingMaterialsMsg Endif end MAJOR THANKS TO DP, Q & Vienna and Blove!!!! I'm going to post a second script I'm working with that is causing problems to see if/what glaring stands out. but I have one question: should I when cleaning up clutter in an area - not only disable but mark for delete or does it matter? I've been doing that because my assumption has been that disable doesnt stop it from bein loaded, and thus adds one more drag to the system. Is that correct? Edited October 9, 2012 by Guest Link to comment Share on other sites More sharing options...
devinpatterson Posted October 9, 2012 Share Posted October 9, 2012 (edited) You only use one of your declared variables, which is not really a problem. Good to know blove, thanks. Ok, this works like a gem:::: Cool, glad you got everything working. I'm going to post a second script I'm working with that is causing problems to see if/what glaring stands out. but I have one question: should I when cleaning up clutter in an area - not only disable but mark for delete or does it matter? I've been doing that because my assumption has been that disable doesnt stop it from bein loaded, and thus adds one more drag to the system. Is that correct? I think if you don't mark it for deletion it's adding to player save game bloat. As far as the clutter being loaded, I think disable knocks out the rendering & AI, but they are still in memory. Edited October 9, 2012 by devinpatterson Link to comment Share on other sites More sharing options...
Deleted2746547User Posted October 9, 2012 Author Share Posted October 9, 2012 (edited) Ok, here is one I cannibalized from another script. The purpose is to be able (instead of making 900 recipes to convert every single item into a base resource) to deposit items into one of three containers (it would be nice to have one to do this but anyway).... and it takes items in the container, compares them against a list. Items that match the list get turned into the item BlackbriarMetalResource based on their combined weight. Items that aren't on the list just get destroyed. And i also have the Quest, the container and the messages set up. But this one won't save. Going to try again in powerup... but anyway, if anyone notices anything, let me know. THANK YOU [code]Scn BlackbriarMetalizer Short Button Short Status Short Total Short Num Short Count Short Type Float Weight Float TotalWeight Float MetalResources Ref rItem Begin onActivate If Status == 0 && BlackbriarQuest.NVSECheck == 1 ShowMessage BlackbriarMetalizerMessageNVSE; tells you that NVSE is required and what the metalizer does Set Status to 1 elseif Status == 0 ShowMessage BlackbriarMetalizerMessage; message if you don't have NVSE installed Set Status to 1 endif End Begin GameMode If Status == 0 Return elseif Status == 1 Set Button to GetButtonPressed If Button == -1 Return elseif Button == 0 If BlackbriarQuest.NVSECheck == 1 Set Status to 2 Set Total to GetNumItems Set Num to 0 Set metalResources to GetWeight SpareParts ;PrintToConsole "Total is %.0f" Total Return else RemoveAllItems endif elseif Button == 1 Activate Player 0 endif Set Status to 0 elseif Status == 2 If Num < Total && Total != 0 Set rItem to GetInventoryObject Num Set Type to GetType rItem If Type == 40 || Type == 41 || ListGetFormIndex BlackbriarMetalItemsList rItem != -1 Set Weight to GetWeight rItem Set Count to GetItemCount rItem Set Weight to Weight * Count Set TotalWeight to TotalWeight + Weight ;PrintToConsole "%.0f Transforming %.0f %n into %.2f wg of scrap." Num Count ritem weight endif Set Num to Num + 1 Return else If TotalWeight >= BlackbriarMetalResources ;PrintToConsole "Totalweight is %.2f and Scrap metal is %.2f" TotalWeight BlackbriarMetalResources RemoveAllItems Set Count to TotalWeight / BlackbriarMetalResources AddItem SpareParts Count Set TotalWeight to TotalWeight - ( Count * BlackbriarMetalResources ) ;PrintToConsole "%.2f wg left over" TotalWeight endif Set Status to 0 endif endif[/code] Ran it through Cipscis (THANKS BLOVE): and it gave me errors on: 1. Unknown function for: Getweight, ListGetFormIndex, GetInventoryObject, GetType Edited October 9, 2012 by Guest Link to comment Share on other sites More sharing options...
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