Jump to content

Scripting help: Re-usable chemistry set


AtomicAmelyn

Recommended Posts

scn GSChemistrySetScript

short Button
float Timer

Begin GameMode

if (Timer > 0)
	Set Timer to Timer - GetSecondsPassed
endif
END

 

I don't think that will work the way you want it to unless the ChemSet is made persistent. Leave the Cell, save, restart, reload, and the counter will shut off until you go back to the cell... won't it?

Link to comment
Share on other sites

Well, I still have issues with the script but, here's the script of Father Elijah's chemistry set.

scn NVDLC01ElijahsChemistrySetScript
    
   short Button
   short bResidueGathered
    
   begin OnActivate
    
           if IsActionRef player
                   ShowMessage NVDLC01ElijahsChemistrySetMsg
           endif
    
   end
    
   BEGIN MenuMode 1001
    
           set Button to GetButtonPressed
    
                   if ( Button == 1 )
                           player.additem NVDLC01CRJar 1
    
                           set bResidueGathered to 1
                           set NVDLC01ChipReward.fCloudResidueDelay to GameDaysPassed + 1
    
                           SetDestroyed 1
                   endif
          
   END

We know that Father Elijah's chemistry set can be re-used to gather cloud residue and I want the same for the basic set. As you can see, the script is slightly different than the other set and adapting Elijah's script to it might cause me some problems. I don't know what to do now. What do you think?

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...