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Sciprting Help


cyclone1969

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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

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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.
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okay tried your daisy chain scripts found that you had only altered the OFF script but got it to work while on using this

scn 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

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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

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