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Now I'm getting pissed.. (GECK WEAPON WALL)


xanexxxx

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I've done this before but it was a few years ago. I have two seperate references, two seperate buttons. But when i click ONE of them, both weapons get removed.. I don't get it. Can anyone see a problem? Here is my script:

ScriptName xanesweapons

begin onactivate player

If GetIsid EHHiddenWeaponsBULL

Short inventory
Short onstand

Set inventory to player.getitemcount WeapRBnrMMP
Set onstand to bullREF2.getdisabled

	If onstand == 1
		If inventory >= 1

			Player.removeitem WeapRBnrMMP 1
			bullREF2.enable 1
		Endif
Endif
Endif

	If onstand == 0
		bullREF2.disable

Player.AddItem WeapRBnrMMP 1
Player.AddItem ModNVRBullBPMMP 1
Player.AddItem ModNVRBullLBMMP 1

EndIf
;------------------------------------------------------------------------------------------------------------------
elseif GetIsid EHHiddenWeaponsPISTOL

Set inventory to player.getitemcount WeapMHKUSPMMP
Set onstand to EHuspREF2.getdisabled

	If onstand == 1
		If inventory >= 1

			Player.removeitem WeapMHKUSPMMP 1
			EHuspREF2.enable 1
		Endif
Endif
Endif

	If onstand == 0
		EHuspREF2.disable

Player.AddItem ModNVMHKUSPExtMMP 1
Player.AddItem ModNVMHKUSPMatchMMP 1
Player.AddItem ModNVMHKUSPSupMMP 1

EndIf
;-------------------------------------------------------------------------------------------------------------------------------------------
end

88deaae3b8fd34503a2128936c167868.png

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Your logic is confusing because your indentation is misleading. It currently reads (adjusted properly):

ScriptName xanesweapons

Short inventory
Short onstand

begin onactivate player

  If GetIsid EHHiddenWeaponsBULL

    Set inventory to player.getitemcount WeapRBnrMMP
    Set onstand to bullREF2.getdisabled

    If onstand == 1
      If inventory >= 1
        Player.removeitem WeapRBnrMMP 1
        bullREF2.enable 1
      Endif ; of "Inventory"
    Endif ; of "onstand == 1"
  Endif ; of "GetIsid" 

  If onstand == 0
    bullREF2.disable
    Player.AddItem WeapRBnrMMP 1
    Player.AddItem ModNVRBullBPMMP 1
    Player.AddItem ModNVRBullLBMMP 1
  EndIf
;------------------------------------------------------------------------------------------------------------------
  elseif GetIsid EHHiddenWeaponsPISTOL
; ElseIf from what?  Terminated all previous conditional blocks with "EndIf"s
    Set inventory to player.getitemcount WeapMHKUSPMMP
    Set onstand to EHuspREF2.getdisabled

    If onstand == 1
      If inventory >= 1
        Player.removeitem WeapMHKUSPMMP 1
        EHuspREF2.enable 1
      Endif ; of "Inventory"
    Endif ; of "onstand == 1"
  Endif ; of the "ElseIf"

  If onstand == 0
    EHuspREF2.disable
    Player.AddItem ModNVMHKUSPExtMMP 1
    Player.AddItem ModNVMHKUSPMatchMMP 1
    Player.AddItem ModNVMHKUSPSupMMP 1
  EndIf
;-------------------------------------------------------------------------------------------------------------------------------------------
end ; of the "Begin" block

Try correcting from that version.

 

-Dubious-

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Your logic is confusing because your indentation is misleading. It currently reads (adjusted properly):

ScriptName xanesweapons

Short inventory
Short onstand

begin onactivate player

  If GetIsid EHHiddenWeaponsBULL

    Set inventory to player.getitemcount WeapRBnrMMP
    Set onstand to bullREF2.getdisabled

    If onstand == 1
      If inventory >= 1
        Player.removeitem WeapRBnrMMP 1
        bullREF2.enable 1
      Endif ; of "Inventory"
    Endif ; of "onstand == 1"
  Endif ; of "GetIsid" 

  If onstand == 0
    bullREF2.disable
    Player.AddItem WeapRBnrMMP 1
    Player.AddItem ModNVRBullBPMMP 1
    Player.AddItem ModNVRBullLBMMP 1
  EndIf
;------------------------------------------------------------------------------------------------------------------
  elseif GetIsid EHHiddenWeaponsPISTOL
; ElseIf from what?  Terminated all previous conditional blocks with "EndIf"s
    Set inventory to player.getitemcount WeapMHKUSPMMP
    Set onstand to EHuspREF2.getdisabled

    If onstand == 1
      If inventory >= 1
        Player.removeitem WeapMHKUSPMMP 1
        EHuspREF2.enable 1
      Endif ; of "Inventory"
    Endif ; of "onstand == 1"
  Endif ; of the "ElseIf"

  If onstand == 0
    EHuspREF2.disable
    Player.AddItem ModNVMHKUSPExtMMP 1
    Player.AddItem ModNVMHKUSPMatchMMP 1
    Player.AddItem ModNVMHKUSPSupMMP 1
  EndIf
;-------------------------------------------------------------------------------------------------------------------------------------------
end ; of the "Begin" block

Try correcting from that version.

 

-Dubious-

 

Thank you very much! That solved it! :)

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