Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 ok so these commands need to be moved to the end of the 4 day timer. No it would not be hard at all, No, only the first line in that series needs to be the delayed one. One disable removes the "build anvil" - that needs to go automatically and the others refer to Mapmarkers which can change as soon as you start the process.:) OK OK i get it lol you dont have to keep repeating yourself lol JK.....Post you copy of the script so i can edit it. Oh no :), I just wanted to make sure you knew that only that one reference was the "build" aspect that needed to be delayed. The script is still the same as you gave it to me this morning. Was just wonderging if we could tweak the Count down timer to reflect the building time ? Such a wonderful script... hate to alter it! :rolleyes: Remember i had you add some things to it and change some other things like gamedayspassed.I just want to make sure we dont backtrack on a already working script so i would rather use the one you have installed. How do you want to alter the timer? Also if you can find multiple buildings showing different stages of it built we could put them in.Such as Day one just the base Day twoBase plus walls Day threeBase, Walls Porch Day fourComplete OK, I will work on making different x makers and enabling different sections by it: How is BlackbriarNorthRedoubtStage1RefBlackbriarNorthRedoubtStage2RefBlackbriarNorthRedoubtStage3RefBlackbriarNorthRedoubtStage4RefBlackbriarNorthRedoubtWorker1Ref <<temporary workers & "materials" How is that (remember, still have that weird number problem) scn BlackbriarNorthRedoubtBuildScript float CoolDownTimer int AwaitingInput int MenuLvl int buttonVar1 int ButtonVar2 int BBHammerCount int BBHammerTotal int BBSandbagCount int BBSandbagTotal int MetalResourceCount int MetalResourceTotal int ResourceWoodCount int ResourceWoodTotal Begin OnActivate if (CoolDownTimer > 0) ShowMessage BlackbriarRedoubtBuildingCoolDown CoolDownTimer else ShowMessage BlackbriarWashoeNorthRedoubtChoiceMesg set MenuLvl to 1 set awaitingInput to 1 endif End Begin GameMode if (awaitingInput == 1) if (MenuLvl == 1) set buttonVar1 to GetButtonPressed if (buttonVar1 == -1) Return elseif (buttonVar1 == 0) ;======================================================= player.RemoveItem BlackbriarSandbag 18 ; | player.RemoveItem BlackbriarMetalResource 6 ; Removes items for construction | player.RemoveItem BlackbriarResourceWood 8 ; | BlackbriarNorthernRedoubtActivatorRef.Enable ; enables x marker to build firebase | BlackbriarNorthRedoubtActivatorRef.Disable ; removes the anvil build base activator item from area| BlackbriarNorthRedoubtActivatorRef.markfordelete ; | BlackbriarNorthRedoubtMapMarker.Enable ; | BlackbriarPowderGangerMapMarker.Disable ; | ; | ShowMessage BlackbriarConstructionUnderwayMsg ; tells player construction is underway | ; | setobjectivecompleted BlackbriarOpFire 20 1 ; | SetStage BlackbriarOPFire 30 ;======================================================= set CoolDownTimer to 4 set awaitingInput to 0 elseif (buttonVar1 == 1) set BBHammerCount to Player.GetItemCount BlackbriarHammer set BBSandbagCount to player.GetItemCount BlackbriarSandbag set MetalResourceCount to player.GetItemCount BlackbriarMetalResource set ResourceWoodCount to player.GetItemCount BlackbriarResourceWood set BBHammerTotal to (BBHammerCount - 1) set BBSandbagTotal to (BBSandbagCount - 18) set MetalResourceTotal to (MetalResourceCount - 6) set ResourceWoodTotal to (ResourceWoodCount - 8) set MenuLvl to 2 ShowMessage BlackbriarRedoubtBuildingMaterialsMsg BBHammerCount BBSandbagCount MetalResourceCount ResourceWoodCount BBHammerTotal BBSandbagTotal MetalResourceTotal ResourceWoodTotal elseif (buttonVar1 == 2) set awaitingInput to 0 ShowMessage BlackbriarNextTimeMsg endif elseif (MenuLvl == 2) set buttonVar2 to GetButtonPressed if (buttonVar2 == -1) Return elseif (buttonVar2 == 0) set MenuLvl to 1 ShowMessage BlackbriarWashoeNorthRedoubtChoiceMesg elseif (buttonVar2 == 1) set awaitingInput to 0 ShowMessage BlackbriarNextTimeMsg endif endif endif if (CoolDownTimer > 0) set CoolDownTimer to CoolDownTimer - GameDaysPassed endif End Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 There only needs to be one x marker to mark the location of the build we can use placemeat/disable/markfordelete for the temp structures. Im going to go over the code BRB Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 Ok try this timer. The building should only appear after 4 days. The timer is at the bottom of the script scn BlackbriarNorthRedoubtBuildScript float CoolDownTimer int Building int AwaitingInput int MenuLvl int ButtonVar1 int ButtonVar2 int BBHammerCount int BBHammerTotal int BBSandbagCount int BBSandbagTotal int MetalResourceCount int MetalResourceTotal int ResourceWoodCount int ResourceWoodTotal Begin OnActivate if (CoolDownTimer > 0) ShowMessage BlackbriarRedoubtBuildingCoolDown CoolDownTimer else ShowMessage BlackbriarWashoeNorthRedoubtChoiceMesg set MenuLvl to 1 set awaitingInput to 1 endif End Begin GameMode if (awaitingInput == 1) if (MenuLvl == 1) set ButtonVar1 to GetButtonPressed if (ButtonVar1 == -1) Return elseif (buttonVar1 == 0) ;======================================================= player.RemoveItem BlackbriarSandbag 18 ; | player.RemoveItem BlackbriarMetalResource 6 ; Removes items for construction | player.RemoveItem BlackbriarResourceWood 8 ; | ; enables x marker to build firebase | BlackbriarNorthRedoubtActivatorRef.Disable ; removes the anvil build base activator item from area| BlackbriarNorthRedoubtActivatorRef.markfordelete ; | BlackbriarNorthRedoubtMapMarker.Enable ; | BlackbriarPowderGangerMapMarker.Disable ; | ; | ShowMessage BlackbriarConstructionUnderwayMsg ; tells player construction is underway | ; | setobjectivecompleted BlackbriarOpFire 20 1 ; | SetStage BlackbriarOPFire 30 ;======================================================= set CoolDownTimer to 4 set awaitingInput to 0 set Building to 1 elseif (buttonVar1 == 1) set BBHammerCount to Player.GetItemCount BlackbriarHammer set BBSandbagCount to player.GetItemCount BlackbriarSandbag set MetalResourceCount to player.GetItemCount BlackbriarMetalResource set ResourceWoodCount to player.GetItemCount BlackbriarResourceWood set BBHammerTotal to (BBHammerCount - 1) set BBSandbagTotal to (BBSandbagCount - 18) set MetalResourceTotal to (MetalResourceCount - 6) set ResourceWoodTotal to (ResourceWoodCount - 8) set MenuLvl to 2 ShowMessage BlackbriarRedoubtBuildingMaterialsMsg BBHammerCount BBSandbagCount MetalResourceCount ResourceWoodCount BBHammerTotal BBSandbagTotal MetalResourceTotal ResourceWoodTotal elseif (buttonVar1 == 2) set awaitingInput to 0 ShowMessage BlackbriarNextTimeMsg endif elseif (MenuLvl == 2) set buttonVar2 to GetButtonPressed if (buttonVar2 == -1) Return elseif (buttonVar2 == 0) set MenuLvl to 1 ShowMessage BlackbriarWashoeNorthRedoubtChoiceMesg elseif (buttonVar2 == 1) set awaitingInput to 0 ShowMessage BlackbriarNextTimeMsg endif endif endif if (Building == 1) ;=================================== if (CoolDownTimer > 0) ; This is where the buildings will | set CoolDownTimer to CoolDownTimer - GameDaysPassed ; be put into place as the days go | if (CoolDownTimer == 4) ; by. | elseif (CoolDownTimer == 3) ; | elseif (CoolDownTimer == 2) ; | elseif (CoolDownTimer == 1) ; | endif ;=================================== else BlackbriarNorthernRedoubtActivatorRef.Enable set Building to 0 endif endif End Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 I put the timer in place at the bottom of the script to add in different buildings by date for later use as the days go by. It is empty right now but that will not affect anything. I am still looking into why the material counter is off. It's weird it should be working properly.I will download the mod and look further into it. Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 I just downloaded the mod and installed, Opening in the geck now....This will make things go MUCH faster! Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 OMG!!!! i just looked at the mod with FNVEdit and you mod has a copy of like ever vanilla script in game! this could cause some MAJOR comparability issues Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 OMG!!!! i just looked at the mod with FNVEdit and you mod has a copy of like ever vanilla script in game! this could cause some MAJOR comparability issues You're speaking Greek to m my friend.. Translation? I didn't make copies of every vanilla script so, not sure how that happened. I haven't had any major issues so far though and I've been trundling along off and and with this for about a year. Always welcome to suggestions Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 Where can i find the items in the game world so i can test? Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 (edited) OMG!!!! i just looked at the mod with FNVEdit and you mod has a copy of like ever vanilla script in game! this could cause some MAJOR comparability issues You're speaking Greek to m my friend.. Translation? I didn't make copies of every vanilla script so, not sure how that happened. I haven't had any major issues so far though and I've been trundling along off and and with this for about a year. Always welcome to suggestions The compatibility would be a issue with other mods that change vanilla scripts that are loaded before your mod http://newvegas.nexusmods.com/mods/images/47652-1-1352156076.jpg You can see here on the right that your mod overwrites the vanilla scripts. granted it is not changing the script BUT if another mod changes the a script and if loaded before your mod then your mod would overwrite the changes and revert it back to the vanilla script making the mod inoperative.You need to make sure you CLEAN THE MOD Edited November 5, 2012 by Capt Mitch Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 The scripts that are white are fine as there only used by your mod. If your mod does not change the vanilla scripts then it should not be in your mod. Like i said if a mod changes a vanilla script and is loaded before your mod then your mod would overwrite it. http://newvegas.nexusmods.com/mods/images/47652-1-1352156368.jpg Link to comment Share on other sites More sharing options...
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