OmegaDeathRyu Posted March 5, 2013 Share Posted March 5, 2013 So I'm trying to figure out how to script but it is going super slow and i have been reading every tutorial I can find and made copies of some to re-read offline like the one by Cipscis. I am trying to make a menu pop up when you activate a container (Briefcase) That lets you pick it up, open to store stuff, or do nothing. I had an idea for it but it was wrong so many error messages popped. I looked kinda like this. scn CaseSCRIPT Begin OnActivate Set Button to GetButtonPressed If ButtonPressed == 1 Player.AddItem CaseID If ButtonPressed == 2 Player.Activate CaseID If ButtonPressed == 3 Player.exitMenuMode Endif End So i get failures that say Button is an unknown variable and more that I can't remember. I'm also trying to make a summoning device that only works outside not in combat and if the companion (it's a companion mod BTW) is not in the party or is waiting somewhere and is lost or your to lazy to look. scn 001SummonsSCRIPT Begin OnFire If ( Player.IsInInterior == 1 ) ElseIf ( Player.IsInCombat == 1 ) || ( GetVATSMode != 0 ) Player.placeatme JTAlphaPrime Endif End It does work but what do i do to make it work so that if the companion is waiting or not in the party it summons them to you? Link to comment Share on other sites More sharing options...
Xaranth Posted March 5, 2013 Share Posted March 5, 2013 scn CaseSCRIPT short sMyButton ; You need to declare variables before you can use them. Begin OnActivate ShowMessage YourMessage ;need to show the message. Also, activate blocks can't handle wait-for-input code, you need to do those in gameMode or menuMode End begin menuMode 1001 ;menuMode 1001 is the message box menu. This code will execute once every frame as long as the window is showing. Set sMyButton to GetButtonPressed If sMyButton == 0 ; Make sure the variables are consistent; you were using 'Button' to store the button press, and checking 'ButtonPressed' here. Also, buttons are 0-initialized, rather than 1-initialized Player.AddItem CaseID elseIf sMyButton == 1 ;Wrong construction here, you needed if/elseIf/elseIf, not If/If/If Player.Activate CaseID endIf ;No need to exit the menu in code, if you have a null button, the menu will close by itself. end Link to comment Share on other sites More sharing options...
Xaranth Posted March 5, 2013 Share Posted March 5, 2013 (edited) scn CpnSummonsSCRIPT ; Changed the name. Second rule of modding: NEVER begin an editorID with a numeric Character. Begin OnFire If ( Player.IsInInterior == 1 ) ElseIf ( Player.IsInCombat == 1 ) || ( GetVATSMode != 0 ) JTAlphaPrimeREF.moveTo player 32 32 0 ; You want to call moveTo on your companion ref, here, NOT use placeAtMe. Place at me creates a NEW item from the base form at the calling reference. MoveTo is called on a reference and moves that reference to the target marker. Endif EndEdit because the board is fisking stupid. Edited March 5, 2013 by Xaranth Link to comment Share on other sites More sharing options...
OmegaDeathRyu Posted March 5, 2013 Author Share Posted March 5, 2013 Thanks when i get home i will check the scripts out. and Thanks for doing both Xaranth. Link to comment Share on other sites More sharing options...
OmegaDeathRyu Posted March 5, 2013 Author Share Posted March 5, 2013 scn CpnSummonsSCRIPT ; Changed the name. Second rule of modding: NEVER begin an editorID with a numeric Character. Begin OnFire If ( Player.IsInInterior == 1 ) ElseIf ( Player.IsInCombat == 1 ) || ( GetVATSMode != 0 ) JTAlphaPrimeREF.moveTo player 32 32 0 ; You want to call moveTo on your companion ref, here, NOT use placeAtMe. Place at me creates a NEW item from the base form at the calling reference. MoveTo is called on a reference and moves that reference to the target marker. Endif EndEdit because the board is fisking stupid.I get errors that say CaseID is not a valid item to pick up so i guess that means this is impossible, but thanks for giving me the script maybe someone could make it work just not me. Link to comment Share on other sites More sharing options...
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