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Script: Event for Holotapes


Zorkaz

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The idea

When a holotape is put into the pipboy something gets disabled

 

The issue
I can't find the right Event On... line for it. I can't find any references in the CK nor the wiki.

 

I already tried Event OnHolotapePlay (ObjectReference akTerminalRef)
but to no avail

 

 

Edit:
It's Event OnEquipped()

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The Pipboy generates no holotape events and also cant be used for text replacement.

 

Probably because it is "in inventory" and we all now know that most inventory items do not have ObjectReferences. Unless clever mod authors use techniques to force persistence that the script/event developers did not envisage.

 

Which is why all holotape driven cleverness must run from a fixed terminal in the world that has an ObjectReference. Fact.

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The Pipboy generates no holotape events and also cant be used for text replacement.

Wow, you learn something new every day .....

Another "weird limitation" of FO4 .....

 

(Maybe I should start a website that lists all of the limitations that this game has, just to prevent others from getting frustrated ...)

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That event is useless for pipboy as has been said, and Bethesda has never commented on why. I think they always intended for us to mess with actual terminal references andby extension the holotapes within them..

 

Another thing that's trippy is the OnMenuUponClose event thing, the holotape strings don't work when you use the pipboy as well heh.

Edited by Rasikko
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Impossible. You must click something in the terminal first to trigger any kind of scripted action in the Pip-Boy.

And yes, using terminal holotapes in the pip-boy is very limited, too. Some globals might work, maybe, but most text replacement just isn't possible.

 

 

Thought: try making it an audio holotape. No idea for where you could get any sensible audio, but IIRC, audio holotapes use quest dialogues, and these you can script like whatever you want. I think there are actually examples of vanilla quest objectives like: Listen to holotape. Completed: Listen to holotape, go to that recon bunker.

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Are you suggesting that when a holotape is loaded the Pipboy is equipped, or the holotape is equipped ?

 

If so, how are you generating the ObjectReference.OnEquipped event when the Holotape/Pipboy does not typically have a persistent ObjectReference as they are in inventory ?

 

I can envisage how event Actor.OnItemEquipped() ... If (akBaseObject == pPipboy) would work

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Here's what I can do. The holotape gets loaded in the pipboy and it gives me some Pipboy text I put it. After I close the Pipboy a container where I put explosives in blows up. Tested with an esm. The script is holotape "internal", so attached to the holotape

 

Message Property SMNotEnoughExplosivesMsg Auto
ObjectReference Property SMFallenRocks Auto
MiscObject Property SMExplosivesBox Auto
Quest Property SMMQ02 Auto
ObjectReference Property TheCar Auto


ObjectReference Property ExplosionMarker2 Auto
ObjectReference Property ExplosionMarker3 Auto


Explosion Property SMExplosion Auto
Explosion Property SMExplosion2 Auto
Explosion Property SMExplosion3 Auto

Event OnEquipped(Actor akActor)
if akActor == Game.GetPlayer()

If SMFallenRocks.getitemcount(SMExplosivesBox) >= 8
Game.ShakeCamera(afStrength = 1, afduration = 1)
Game.ShakeCamera(afStrength = 0.5, afduration = 0.5)
SMFallenRocks.placeatme(SMExplosion)
ExplosionMarker2.placeatme(SMExplosion2)
ExplosionMarker3.placeatme(SMExplosion3)
SMFallenRocks.disable()
SMMQ02.completeallobjectives()
SMMQ02.setstage(40)
SMMQ02.completequest()
SMMQ02.stop()
TheCar.unlock()
Else
SMNotEnoughExplosivesMsg.show()
Endif
Endif
EndEvent

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So a holotape generates the event ObjectReference.OnEquipped to a Self. attached script. Is that event generated when it is:

 

(a) Inserted into the pipboy, and/or;

(b) Played on the pipboy, and/or;

© Ejected from the pipboy ?

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