GodofAlcohol Posted December 21, 2008 Share Posted December 21, 2008 I´m making a script, which should react on the player using chems,stims,alcohol or food and play an suitable animation for it. Problem is, it´s always detecting the player using stimpacks, even if he uses nothing ! (Or maybe my script is terribly wrong?)I´ve got an item (chem) that casts an effect which triggers this script.. It works, but always plays the animation for stimpacks (even when I use the console command it says FALSE for stimpack)script: scn ItemUseMonitorScript short UsedItem int UsedType begin ScriptEffectUpdate set UsedItem to 0 set UsedType to 0 if(Player.GetIsUsedItemEquipType Alcohol == 1) set UsedType to 1 set UsedItem to 1 else if(Player.GetIsUsedItemEquipType Stimpack == 1) set UsedType to 2 set UsedItem to 1 else if(Player.GetIsUsedItemEquipType Chems == 1) set UsedType to 3 set UsedItem to 1 else set UsedType to 0 set UsedItem to 0 endif if(UsedItem == 1) if(UsedType == 1) player.PlayIdle BeerDrinkingStanding else if(UsedType == 2) player.PlayIdle DukovDrinkStand01 else if(UsedType == 3) player.PlayIdle LooseSmokingStanding endif showmessage ItemUsageMonitorRunning endif set UsedItem to 0 set UsedType to 0 end Please help, I´m going mad ! Link to comment Share on other sites More sharing options...
GodofAlcohol Posted December 22, 2008 Author Share Posted December 22, 2008 i swapped the else if - commands for normal if , now it doesnt return true on any item...read in the TESwiki the variable is deleted short after being set (as I understand it), so that could be the problem.Is there a way of referencing used/equipped objects? maybe that could help.. Link to comment Share on other sites More sharing options...
Khet Posted December 22, 2008 Share Posted December 22, 2008 For one you should be able to switch your int to a short and still have same results. Secondly, there is no need for the Set UsedItem to 0 in two locations in your script. You can simply add those after each of the animations that are played (which would probably result in better stability overall) Finally, what is this script attached to? Quest? Object? If it's an object you could just remove everything and set up a script that looks like this on each of the items you want usable. scn Name Begin OnEquip Player.Animationcommandhere End It'd only run once (when it's first used) and should still play the correct animations properly. That should work better I'd think. Link to comment Share on other sites More sharing options...
GodofAlcohol Posted December 23, 2008 Author Share Posted December 23, 2008 hey,thanks for the answer. It´s an effect script, because I don´t want to change the items directly (would cause conflicts with other food/chems mods)So it´s checking on every update, if an item was used and should play the animation then.I tried to check the IsItemUsedEquipType function in-game with the console, it says false to every equipType (after I used Stimpack,Beer,Food,NukaCola etc..So I think this function is either useless or buggy. What I need is a script that is checking constantly which item was used and which can react on the Type of item.Any clues how to achieve this? ;) Link to comment Share on other sites More sharing options...
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