Noobsause Posted February 5, 2009 Share Posted February 5, 2009 sorry for the double post my computer f up Link to comment Share on other sites More sharing options...
Nick2kman Posted February 7, 2009 Author Share Posted February 7, 2009 Well Back to Doing this Project all day long. Oh well gives me the chance to work on this more even if there isnt no one esle helping much. If your interested in helping Mail, Yahoo, live me so i know when to chat to you and ways you can help. Creds will go to me an Mattlock737 any way. Mattlock737 where are you man i would like a wingman. No problem Noobsause. Link to comment Share on other sites More sharing options...
Nick2kman Posted February 8, 2009 Author Share Posted February 8, 2009 just to give you an idea of what im working on heres the scripts for some of this. scn SRStartQuestScript float fQuestDelayTime ;Variables short DoOnce short TimePassed begin GameMode ;starts the Timer for 4days then add ;or cheat it to 1 hour if ( DoOnce == 1 ) set TimePassed to 0 set fQuestDelayTime to 0.1 if ( fQuestDelayTime == 4 ) set TimePassed to 1 SRGaryFlintREF.MoveTo SRMagnusBrichREF SRRandyDevenREF.MoveTo SRMagnusBrichREF SRJennyFischerREF.MoveTo SRMagnusBrichREF set DoOnce to 0 Endif Endif ;heres the shorter one if ( DoOnce == 2 ) SRGaryFlintREF.MoveTo SRMagnusBrichREF SRRandyDevenREF.MoveTo SRMagnusBrichREF SRJennyFischerREF.MoveTo SRMagnusBrichREF set DoOnce to 0 Endif Endif Endif END scn SRSoldierScript ;Follower Variables short SoldierIsHired short IsFollowingDefault short IsFollowingShort short IsFollowingLong short Waiting to WaitingRef short Guard short Ambush short Patrol short Resupply short PostHere short DoOnce short DidDoOnce ref refvar BEGIN GameMode ;Sets the add Script Packs for the ai command system set refvar to GetSelf if ( SRsoldiersOrders.DoOnce == 1 ) && ( refvar.IsTalking == 1 ) && ( refvar.GetHasNote SRDoOnce == 1 ) RemoveFromAllFactions AddToFaction SRFaction 10 refvar.AddScriptPackage SRSoldierFollowersPlayerWAIT AddItem SRSoldierInventory 1 set DidDoOnce to 1 set SRsoldiersOrders.DoOnce to 0 if ( DidDoOnce == 1 ) refvar.Additem SRSoldierHired 1 refvar.AddItem SRSoldierCountList 1 endif endif ;Sets the add Script Packs for the ai command system if ( SRsoldiersOrders.IsFollowingDefault == 1 ) && ( refvar.IsTalking == 1 ) && ( refvar.GetHasNote SRDoOnce == 1 ) AddScriptPackage SRSoldierFollowPlayerDEFAULT endif ;Sets the add Script Packs for the ai command system if ( SRsoldiersOrders.IsFollowingShort == 1 ) && ( refvar.IsTalking == 1 ) && ( refvar.GetHasNote SRFollowShort == 1 ) AddScriptPackage SRSoldierFollowPlayerSHORT endif ;Sets the add Script Packs for the ai command system if ( SRsoldiersOrders.IsFollowingLong == 1 ) && ( refvar.IsTalking == 1 ) && ( refvar.GetHasNote SRFollowLong == 1 ) AddScriptPackage SRSoldierFollowPlayerLONG endif ;Sets the add Script Packs for the ai command system if ( SRsoldiersOrders.Waiting == 1 ) && ( refvar.IsTalking == 1 ) && ( refvar.GetHasNote SRWait == 1 ) AddScriptPackage SRSoldierFollowersPlayerWAIT endif ;Sets the add Script Packs for the ai command system if ( SRsoldiersOrders.Guard == 1 ) && ( refvar.IsTalking == 1 ) && ( refvar.GetHasNote SRGuard == 1 ) AddScriptPackage SRSoldierGuardDefaultPackage endif ;Sets the add Script Packs for the ai command system if ( SRsoldiersOrders.Patrol == 1 ) && ( refvar.IsTalking == 1 ) && ( refvar.GetHasNote SRPatrol == 1 ) AddScriptPackage SRSoldierPatrol endif ;Sets the add Script Packs for the ai command system if ( SRsoldiersOrders.Ambush == 1 ) && ( refvar.IsTalking == 1 ) && ( refvar.GetHasNote SRAmbush == 1 ) AddScriptPackage SRSoldierAttack endif ;Sets the add Script Packs for the ai command system if ( refvar.GetItemCount Ammo32Caliber <= 9 ) && ( refvar.IsTalking == 1 ) && ( refvar.GetHasNote SRSoldierHired == 1 ) AddScriptPackage SRSoldierResupply endif endif END BEGIN OnCombatEND if ( GetPlayerTeammate >= 1 ) resethealth restoreav perceptioncondition 100 restoreav endurancecondition 100 restoreav leftattackcondition 100 restoreav leftmobilitycondition 100 restoreav rightattackcondition 100 restoreav rightmobilitycondition 100 endif END BEGIN OnDeath refvar.Removeitem SRSoldierHired 1 endif END scn SRStartQuestScript float fQuestDelayTime ;Variables short DoOnce short TimePassed begin GameMode ;starts the Timer for 4days then add ;or cheat it to 1 hour if ( DoOnce == 1 ) set TimePassed to 0 set fQuestDelayTime to 0.1 if ( fQuestDelayTime == 4 ) set TimePassed to 1 SRGaryFlintREF.MoveTo SRMagnusBrichREF SRRandyDevenREF.MoveTo SRMagnusBrichREF SRJennyFischerREF.MoveTo SRMagnusBrichREF set DoOnce to 0 Endif Endif ;heres the shorter one if ( DoOnce == 2 ) SRGaryFlintREF.MoveTo SRMagnusBrichREF SRRandyDevenREF.MoveTo SRMagnusBrichREF SRJennyFischerREF.MoveTo SRMagnusBrichREF set DoOnce to 0 Endif Endif Endif END scn SRCiviOrdersSCRIPTQUEST ;***Variable*** short DoOnce short MakeSoldier ref refvar BEGIN GameMode if ( MakeSoldier == 1 ) endif END scn SRCivJoiner ;Follower Variable short Hired short IsFollowingDefault short Waiting short LiveHere short Taxs short Food short DoOnce BEGIN GameMode ;Starts the Faction. if ( DoOnce == 1 ) RemoveFromAllFactions AddToFaction SRFaction 0 AddScriptPackage SRCivFollowPlayerDEFAULT AddScriptPackage SRCivFollowPlayerWAIT endif endif END Now this "refvar" i dont think its working right its sopost to get the REF of the NPC your Talking to and put it into the scripts. if you see any thing that mite be made better tell me or if you have any questions about this. Any way thats most the code ive come up with but it needs a bit of help geting started there an here. Oh the dialogue tells the SRSoldier scripts what do do basicly the SRStart script is a timer that dosnt work to well but tells the SRSoldier script and NPCs when to pop up. didnt work to much today on the mod got the NPCs to pop up but haveing problems geting them to speak to me when they do pop up i think it has something to do with quest conditions or some thing like that. Night im off to bed. Link to comment Share on other sites More sharing options...
Nick2kman Posted February 11, 2009 Author Share Posted February 11, 2009 learned how to clean a mod go to data you know when you boot your mod and click details then just delete what you dont want. cleaned my mods with it work great got it down to 400 something kb. Link to comment Share on other sites More sharing options...
Nick2kman Posted February 15, 2009 Author Share Posted February 15, 2009 Would some one make this http://www.youtube.com/watch?v=qBy_XzZ5ivQ into Fallout 3 it would be funny. Link to comment Share on other sites More sharing options...
Nick2kman Posted February 16, 2009 Author Share Posted February 16, 2009 Need to get these 2 scripts to work right 1s a quest the other is a actor effect scn SRSoldierScriptQuest ;please work ;ID's for the ref ref DoOnce ref DidDoOnce short DidDoOnce ref Reset ;Orders for Effectscript short Guard short Patrol short Resupply short PostHere short IsFollowingDefault short IsFollowingShort short IsFollowingLong short Ambush short Waiting ;Counts the amout of soldiers i have ref SRSoldierCountX BEGIN GameMode if ( DoOnce == 1 ) set DidDoOnce to 1 set DoOnce to 0 endif if ( Reset == 1 ) set Guard to 0 set Patrol to 0 set Resupply to 0 set PostHere to 0 set IsFollowingDefault to 0 set IsFollowingShort to 0 set IsFollowingLong to 0 set Ambush to 0 set Waiting to 0 set Reset to 0 endif if ( SRSoldierCountX == +1 ) ShowMessage SRSoldiersHired endif END scn SRSoldierScript ;Follower Variables short StartingAggression Short StartingAssistance Short StartingConfidence Short StartingEnergy Short StartingResponsibility Short StartingMood short StartingIgnoreCrime ;ID's for the ref that he has been hired short HasBeenHired ;Sets the ref of the NPC this is on BEGIN ScriptEffectStart ;This is to make the NPC a full fledged Memmber of your Faction if ( SRsoldiersOrders.DidDoOnce == 1 ) && ( HasBeenHired != 0 ) RemoveFromAllFactions AddToFaction SRFaction 10 AddScriptPackage SRSoldierFollowersPlayerWAIT set StartingAggression to getAv Aggression set StartingAssistance to getAv Assistance set StartingConfidence to getAv Confidence set StartingEnergy to getAv Energy set StartingResponsibility to getAv Responsibility set StartingMood to getAv Mood set StartingIgnoreCrime to GetIgnoreCrime setAv Aggression 1 setAv Assistance 1 setAv Confidence 2 setAv Energy 50 setAv Responsibility 50 setAv Mood 5 ignoreCrime 1 set SRsoldiersOrders.DoOnce to 0 set SRsoldiersOrders.SRSoldierCountX to +1 set HasBeenHired to 1 SetPlayerTeammate 1 endif END BEGIN ScriptEffectUpdate PreloadMagicEffect SRSoldierMaker ;Sets the add Script Packs for the ai command system if ( SRsoldiersOrders.IsFollowingDefault == 1 ) AddScriptPackage SRSoldierFollowPlayerDEFAULT ShowMessage SRWORKS! endif ;Sets the add Script Packs for the ai command system if ( SRsoldiersOrders.IsFollowingShort == 1 ) AddScriptPackage SRSoldierFollowPlayerSHORT ShowMessage SRWORKS! endif ;Sets the add Script Packs for the ai command system if ( SRsoldiersOrders.IsFollowingLong == 1 ) AddScriptPackage SRSoldierFollowPlayerLONG ShowMessage SRWORKS! endif ;Sets the add Script Packs for the ai command system if ( SRsoldiersOrders.Waiting == 1 ) AddScriptPackage SRSoldierFollowersPlayerWAIT ShowMessage SRWORKS! endif ;Sets the add Script Packs for the ai command system if ( SRsoldiersOrders.Guard == 1 ) AddScriptPackage SRSoldierGuardDefaultPackage ShowMessage SRWORKS! endif ;Sets the add Script Packs for the ai command system if ( SRsoldiersOrders.Patrol == 1 ) AddScriptPackage SRSoldierPatrol ShowMessage SRWORKS! endif ;Sets the add Script Packs for the ai command system if ( SRsoldiersOrders.Ambush == 1 ) AddScriptPackage SRSoldierAttack ShowMessage SRWORKS! endif ;Sets the add Script Packs for the ai command system if ( GetItemCount Ammo32Caliber <= 9 ) AddScriptPackage SRSoldierResupply endif END need the script effect to act like a script object and run like a companion follower script. Link to comment Share on other sites More sharing options...
davidzaccaro Posted February 16, 2009 Share Posted February 16, 2009 yo Nick can you give me more Info about this mod..please :thumbsup: Link to comment Share on other sites More sharing options...
Nick2kman Posted February 18, 2009 Author Share Posted February 18, 2009 Well got the Ordering System down you can now order NPCs that run diffent scripts, sill working on the other parts but you can get this and see where im at all has a image that shows the progress, and what is in the ful verson. http://www.fallout3nexus.com/downloads/file.php?id=3938 Link to comment Share on other sites More sharing options...
Nick2kman Posted February 18, 2009 Author Share Posted February 18, 2009 found something i dont know what it does but my geuss is it makes responces run script Link to comment Share on other sites More sharing options...
Nick2kman Posted February 28, 2009 Author Share Posted February 28, 2009 Ok in MS11 theres a Move to item there called DemoNukeMarker and it moves the devistated megaton to were it needs to be.Im trieing to do some thing like that with my scripts for the build building scripts. heres the code im useing so far, but it seems not to be working right. scn SRBuildMainBuildingScript short Button short myStatus float timer float myAngle begin onequip set myStatus to 1 end begin GameMode if myStatus == 1 ShowMessage SRMainBuildingMenu set myStatus to 2 return endif if myStatus == 2 set Button to GetButtonPressed if Button > -1 set myStatus to 0 if ( Button == 0 ) SRMainBuildingToggel.MoveTo Player set myStatus to 3 set timer to 1 endif endif endif if myStatus == 3 if timer > 0 set timer to timer - GetSecondsPassed return endif endif end What am i doing wrong ive made the Xmarker for my mod parent to what i want it to move. Link to comment Share on other sites More sharing options...
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