ChrissyMcp Posted October 10, 2012 Share Posted October 10, 2012 (edited) So I've been messing around with the GECK for a couple of hours now working on my mod. What I want to do is edit a certain location if a few variables have been completed. I want to make Nellis AFB empty of Boomers and full of prospecters and scavengers. I went about doing this with a script that is enabled when I leave a certain room (the interior where you are shown the slideshow after the Hoover Dam battle) and checking if two NPCs were dead, Pearl and Loyal. Then I wanted one of these variables to be met (VStoryState == 61) (VStoryState == 62) (VStoryState ==63) (VStoryState == 64), but the problem is that I don't know how to put the "or" in the script, I wanted the script to work like this :- (VStoryState == 61) or (VStoryState == 62) or (VStoryState ==63) or (VStoryState == 64). It didn't work. So now I am asking a more experienced modder on here to tell me where I went wrong. What I think I done wrong is that the "or" isn't a proper function and that there is an alternative to it. Also, I would like to know how to disable several references at once, like Disable REF1 REF2 REF3....etc Thanks for taking the time to read this. http://forums.nexusmods.com/public/style_emoticons/dark/biggrin.gif Edit: Forgot to post an example of my script so far http://forums.nexusmods.com/public/style_emoticons/dark/tongue.gif scn BoomersEndStatesScript[/url]Begin OnTriggerLeave (Trying to find the REF for interior) if (NellisPearl.GetDead == 1), if (NellisLoyal.GetDead == 1), if (VStoryState == 61) or (VStoryState == 62) or (VStoryState ==63) or (VStoryState == 64) Disable Boomer00F Boomer01F etc...End (Script is not yet fully complete) Edited October 10, 2012 by chrissy_M_ Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted October 10, 2012 Share Posted October 10, 2012 (edited) Search for 'enable parent'.Give all your refs a single enable parent (must be persistent). Then enabling/disabling that parent will do the same to everything that's parented to it. There is also a tick box to do the opposite, so enabling the parent will disable its children and vice versa. Use | for or function in a script, but you probably jsut want to do if VStoryState > 60 && VStoryState < 65 dostuff endif or something like that, assuming you want the same thing to happen for all those states. Edited October 10, 2012 by Quetzlsacatanango Link to comment Share on other sites More sharing options...
ChrissyMcp Posted October 10, 2012 Author Share Posted October 10, 2012 Search for 'enable parent'.Give all your refs a single enable parent (must be persistent). Then enabling/disabling that parent will do the same to everything that's parented to it. There is also a tick box to do the opposite, so enabling the parent will disable its children and vice versa. Use | for or function in a script, but you probably jsut want to do if VStoryState > 60 && VStoryState < 65 dostuff endif or something like that, assuming you want the same thing to happen for all those states. Forgot about the < and > functions (basic mathshttp://forums.nexusmods.com/public/style_emoticons/dark/unsure.gif ). So if I want to have a variable to activate that is going to be met between two numbers I write: if Variable > 10 && Variable < 15. Do this. Thanks, you just helped me learn some scripts http://forums.nexusmods.com/public/style_emoticons/dark/biggrin.gif really appreciate it ! Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted October 11, 2012 Share Posted October 11, 2012 Make sure you put some kind of check so it only happens once, assuming you dont' want it to happen when vstorystate == 60, then again when it's 61, etc. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted October 16, 2012 Share Posted October 16, 2012 Assuming it only needs to be enabled once, I like to just compare to the enable state of the enable parent object. So then it'd be something like if (enableParentREF.GetDisabled) enableParentREF.Enable endifGetDisabled, for reference. Also note that for functions that return 1 or 0, so long as you're looking for the true value, an If statement will only return true if the value is 1. So you don't have to explicitly check for == 1. You could put that inside your check for the quest stage, or have it controlled by something else. How exactly you do it depends on what you want to do with the objects. Link to comment Share on other sites More sharing options...
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