cyclone1969 Posted December 28, 2008 Share Posted December 28, 2008 Need help assigning the turrets to player faction after hacking there connected terminal rather than clearing targeting data want them to stick around as ambiance. any help would be appreciated. Link to comment Share on other sites More sharing options...
MidnightVoyager Posted December 28, 2008 Share Posted December 28, 2008 Well, I've got a mod on the Nexus that does just that, if you want to see how. (Now, the daisy-chained little buggers, THOSE are a pain.) Link to comment Share on other sites More sharing options...
cyclone1969 Posted December 28, 2008 Author Share Posted December 28, 2008 now ive looked at your mod and swiped the little bit (created a new terminal just for this job) you said something of daisy chaining is that more than one turret on a single term ? (if so how lol) oh and thank you very much for showing me how to reconfigure the turret Term in first place Kudos to you Link to comment Share on other sites More sharing options...
MidnightVoyager Posted December 28, 2008 Share Posted December 28, 2008 Yes, it is. I've managed to get it to work. The scripts to make this work are in the mod, too. Well, now they are. They both start with daisy. If you want example turrets to see how they're used, there are two in the Museum of Technology. I really only spent enough time fiddling with them to figure out how to make them reprogram properly. However, I think that you put the on or off daisy chain script on one (depending on if the turret starts out off or on) and on the other. You link the terminal to the one turret and link the linked turret to the nonlinked turret. That SEEMS to be how they set up. Link to comment Share on other sites More sharing options...
cyclone1969 Posted December 28, 2008 Author Share Posted December 28, 2008 okay tried your daisy chain scripts found that you had only altered the OFF script but got it to work while on using thisscn 001daisyChainturretSCRIPT ref myLink short ONflag short damageBrain short FactionPC short init begin gameMode if init == 0 set init to 1 set myLink to getLinkedRef set FactionPC to 0 set ONflag to 1 ; this turret is ON by default setUnconscious 0 ; make sure my consciousness matches my ON state endif if damageBrain == 0 if getAV brainCondition == 0 ; all these checks handle daisy-chain turret systems set damageBrain to 1 myLink.damageAV brainCondition 100 endif endif if ONflag == 1 If getUnconscious == 1 stopCombat myLink.stopCombat myLink.setUnconscious 1 set ONflag to 0 endif elseif ONflag == 0 if getUnconscious == 0 myLink.setUnconscious 0 set ONflag to 1 endif endif if FactionPC == 0 if GetInFaction PlayerFaction == 1 myLink.stopCombat myLink.addToFaction PlayerFaction 0 myLink.removeFromFaction RaiderFaction myLink.removeFromFaction EnclaveFaction endif endif end thanks for the help now back to the rest of my mod Link to comment Share on other sites More sharing options...
MidnightVoyager Posted December 28, 2008 Share Posted December 28, 2008 001? Bloody hell, why can't they pick a naming convention!? Thanks for pointing that out. Link to comment Share on other sites More sharing options...
cyclone1969 Posted December 28, 2008 Author Share Posted December 28, 2008 001 was me lol will throw that out when mod is finished and call it something more unique.Rather than change the script that is attached to a lot of turrets I'm just changing the ones I put into my mod leaving the end user the choice to get mods like yours for there whole game. Thanks agian for the help MidnightVoyager Link to comment Share on other sites More sharing options...
MidnightVoyager Posted December 29, 2008 Share Posted December 29, 2008 Oh, okay. Thanks. There apparently isn't a daisy-chain script for on turrets. Good. whew. Glad I could help! Link to comment Share on other sites More sharing options...
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