Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 Ops i made a mistake here Condition Function Function Parameters Value Run On GetItemCount BlackbriarHammer == 1 Refrence == Player This should be like Condition Function Function Parameters Value Run On GetItemCount BlackbriarHammer >= 1 Refrence == Player Where is this? This is one of the conditions for BUTTON 0 in the BlackbriarWashoeNorthRedoubtChoiceMesg messageThere should be 4 conditions on BUTTON 0 the build button The conditions make it so the button will not show unless the player has all the items needed to build Ok, found it, got everything added... got the lines right in the script... but now I'm getting an error on GetDaysPassed (line 90) OPS change GetDaysPassed to GameDaysPassed LOL sorry it is 6:49 am here :P Tis ok..... I got it to save... going to test it brb. THANKS (it's 6:49 here too.) :/ Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 WELL???????????????????????????????????????????? lol the suspense!!!!!!!!!http://forums.nexusmods.com/public/style_emoticons/dark/wallbash.gif Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 oK, WORKED but with a few issues.... when I dropped a few items to test the 'not enough materials" the message fires but the numbers are wrong. for example, I have two hammers on me, it shows the required number correctly but then shows (32) at the end. And the others are similar in their being off on the + or - the only other thing, there is no delay in the building appearing if you do have the materials. that is, it builds immediately. Love the script idea though! Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 oK, WORKED but with a few issues.... when I dropped a few items to test the 'not enough materials" the message fires but the numbers are wrong. for example, I have two hammers on me, it shows the required number correctly but then shows (32) at the end. And the others are similar in their being off on the + or - the only other thing, there is no delay in the building appearing if you do have the materials. that is, it builds immediately. Love the script idea though! I will look into the Numbers.I never set a delay for a actual build of the building as i dont thing this script handles the actual build of the building. only a cool down timer to stop the player from building again for 4 days. Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 Can you show me a ingame screenshot of the material message please Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 (edited) What part of this script starts the build of the building? so i can put a timer on it.Is it: setobjectivecompleted BlackbriarOpFire 20 1 ; | SetStage BlackbriarOPFire 30 Edited November 5, 2012 by Capt Mitch Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 What part of this script starts the build of the building? so i can put a timer on it.Is it: setobjectivecompleted BlackbriarOpFire 20 1 ; | SetStage BlackbriarOPFire 30 CM.... sorry, laid down for a minute and the next thing I know it;s 10:42 am :rolleyes: give me a bit and I will work on that. MANY THANKS Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 (edited) What part of this script starts the build of the building? so i can put a timer on it.Is it: setobjectivecompleted BlackbriarOpFire 20 1 ; | SetStage BlackbriarOPFire 30 The "building part of the script is the enable references for the X marker... let me look at my code again. BlackbriarNorthernRedoubtActivatorRef.Enable ; enables x marker to build firebase <<<<-NEEDS TO BE TIME DELAYED to reflect construction time BlackbriarNorthRedoubtActivatorRef.Disable ; removes the anvil build base activator item from area| BlackbriarNorthRedoubtActivatorRef.markfordelete ; | BlackbriarNorthRedoubtMapMarker.Enable Edited November 5, 2012 by Guest Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 What part of this script starts the build of the building? so i can put a timer on it.Is it: setobjectivecompleted BlackbriarOpFire 20 1 ; | SetStage BlackbriarOPFire 30 CM.... sorry, laid down for a minute and the next thing I know it;s 10:42 am :rolleyes: give me a bit and I will work on that. MANY THANKS I did the same thing lol i was sooOooo tired. In fact i JUST woke up lol Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 (edited) What part of this script starts the build of the building? so i can put a timer on it.Is it: setobjectivecompleted BlackbriarOpFire 20 1 ; | SetStage BlackbriarOPFire 30 The "building part of the script is the enable references for the X marker... let me look at my code again. BlackbriarNorthernRedoubtActivatorRef.Enable ; enables x marker to build firebase <<<<-NEEDS TO BE TIME DELAYED to reflect construction time BlackbriarNorthRedoubtActivatorRef.Disable ; removes the anvil build base activator item from area| BlackbriarNorthRedoubtActivatorRef.markfordelete ; | BlackbriarNorthRedoubtMapMarker.Enable Ok let me go look at the code again and see whats up with the item amounts. (Let me see you completed script for this so i can edit it) 1) So all 4 of these start the construction?2) Is there a partly built structure that is suposed to pop up first or something that marks the ground where its being built, before it's built? Edited November 5, 2012 by Capt Mitch Link to comment Share on other sites More sharing options...
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