Karel2015 Posted May 28, 2016 Posted May 28, 2016 Can someone help, Keep getting these errors: (113,12): type mismatch while assigning to a actor (cast missing or types unrelated)(116,12): type mismatch while assigning to a actor (cast missing or types unrelated)(119,12): type mismatch while assigning to a actor (cast missing or types unrelated) (122,12): type mismatch while assigning to a actor (cast missing or types unrelated) ....... Scriptname MOSummoner extends ObjectReference Armor Property CommandRadio Auto Const Actor Property Player Auto MiscObject Property Caps Auto Message Property MessageSettlers Auto Message Property MessageMinutemen Auto Message Property MessageAnimals Auto Message Property MessageAbilities Auto Message Property MessageWeapons Auto Message Property MessageOutfits Auto Message Property FirstMessage Auto Spell Property Recruit Auto Spell Property Dismiss Auto Spell Property Fly Auto Spell Property Land Auto LeveledItem Property WeaponHeavy Auto LeveledItem Property WeaponAutomatic Auto LeveledItem Property WeaponShotgun Auto LeveledItem Property WeaponMelee Auto LeveledItem Property OutfitHeavy Auto LeveledItem Property OutfitMedium Auto LeveledItem Property OutfitLight Auto Weapon Property Flare Auto ActorBase Property SettlerM Auto ActorBase Property Settler Auto ActorBase Property SettlerR Auto ActorBase Property SettlerPA Auto ActorBase Property BoSElite Auto ActorBase Property SettlerG Auto Message Property MessageVertibird Auto ActorBase Property MinuteC Auto ActorBase Property MinuteREC Auto ActorBase Property MinuteV Auto ActorBase Property MinuteR Auto ActorBase Property MinuteRangedF Auto ActorBase Property MinuteSO Auto ActorBase Property MinuteO Auto ActorBase Property AnimGroup Auto ActorBase Property AnimArmoredGroup Auto ActorBase Property AnimDogA Auto ActorBase Property AnimCatA Auto ActorBase Property RailRangedF Auto ActorBase Property cat Auto ActorBase Property Dog Auto ActorBase Property VertTravel Auto ActorBase Property VertDef Auto GlobalVariable Property SoldiersRecruited Auto Const Event OnEquipped(Actor akActor) Menu() Player.RemoveItem(CommandRadio, 1) Player.AddItem(CommandRadio, 1) EndEvent Function Menu(Bool abMenu = True, Int aiButton = 0) Int iCaps = 0 ; total cost of the purchase Int iButton = FirstMessage.Show() If(iButton == 0) Return ; 0 would make a handy "cancel" button ElseIf(iButton == 1) Actor rPlaced = None ; ---- pick the soldier here ---- iButton = MessageMinutemen.Show() If(iButton == 0) Return ; 0 would make a handy "cancel" button ElseIf(iButton == 1) rPlaced = Player.PlaceAtMe(MinuteSO, 1) iCaps += 1000 ElseIf(iButton == 2) rPlaced = Player.PlaceAtMe(MinuteO, 1) iCaps += 1000 ElseIf(iButton == 3) rPlaced = Player.PlaceAtMe(MinuteR, 1) iCaps += 1000 ElseIf(iButton == 4) rPlaced = Player.PlaceAtMe(MinuteV, 1) iCaps += 1000 ElseIf(iButton == 5) rPlaced = Player.PlaceAtMe(MinuteC, 1) iCaps += 1000 ElseIf(iButton == 6) rPlaced = Player.PlaceAtMe(MinuteREC, 1) iCaps += 1000 EndIf ; ---- soldier pick over ---- Utility.Wait(0.5) ; wait a little maybe? ; ---- pick weapon ---- iButton = MessageWeapons.Show() ; move on to weapon picking If(iButton == 0) Return ElseIf(iButton == 1) rPlaced.AddItem(WeaponHeavy, 1) Utility.Wait(0.5) rPlaced.EquipItem(WeaponHeavy) iCaps += 800 ElseIf(iButton == 2) rPlaced.AddItem(WeaponAutomatic, 1) Utility.Wait(0.5) rPlaced.EquipItem(WeaponAutomatic) iCaps += 800 ElseIf(iButton == 3) rPlaced.AddItem(WeaponShotgun, 1) Utility.Wait(0.5) rPlaced.EquipItem(WeaponShotgun) iCaps += 800 ElseIf(iButton == 4) rPlaced.AddItem(WeaponMelee, 1) Utility.Wait(0.5) rPlaced.EquipItem(WeaponMelee) iCaps += 800 EndIf ; ---- weapon pick over ---- Utility.Wait(0.5) ; --- pick outfit --- iButton = MessageOutfits.Show() If(iButton == 0) Return ElseIf(iButton == 1) rPlaced.AddItem(OutfitHeavy, 1) Utility.Wait(0.5) rPlaced.EquipItem(OutfitHeavy) iCaps += 500 ElseIf(iButton == 2) rPlaced.AddItem(OutfitMedium, 1) Utility.Wait(0.5) rPlaced.EquipItem(OutfitMedium) iCaps += 500 ElseIf(iButton == 3) rPlaced.AddItem(OutfitLight, 1) Utility.Wait(0.5) rPlaced.EquipItem(OutfitLight) iCaps += 500 EndIf ; ---- outfit pick over ---- ElseIf(iButton == 2) ; something other than those soldiers Actor rPlaced = None ; ---- pick the soldier here ---- iButton = MessageSettlers.Show() If(iButton == 0) Return ; 0 would make a handy "cancel" button ElseIf(iButton == 1) rPlaced = Player.PlaceAtMe(Settler, 1) iCaps += 1000 ElseIf(iButton == 2) rPlaced = Player.PlaceAtMe(SettlerM, 1) iCaps += 1000 ElseIf(iButton == 3) rPlaced = Player.PlaceAtMe(SettlerR, 1) iCaps += 1000 ElseIf(iButton == 4) rPlaced = Player.PlaceAtMe(SettlerPA, 1) iCaps += 1000 ElseIf(iButton == 5) rPlaced = Player.PlaceAtMe(SettlerG, 3) iCaps += 1000 EndIf ; ---- soldier pick over ---- Utility.Wait(0.5) ; wait a little maybe? ; ---- pick weapon ---- iButton = MessageWeapons.Show() ; move on to weapon picking If(iButton == 0) Return ElseIf(iButton == 1) rPlaced.AddItem(WeaponHeavy, 1) Utility.Wait(0.5) rPlaced.EquipItem(WeaponHeavy) iCaps += 800 ElseIf(iButton == 2) rPlaced.AddItem(WeaponAutomatic, 1) Utility.Wait(0.5) rPlaced.EquipItem(WeaponAutomatic) iCaps += 800 ElseIf(iButton == 3) rPlaced.AddItem(WeaponShotgun, 1) Utility.Wait(0.5) rPlaced.EquipItem(WeaponShotgun) iCaps += 800 ElseIf(iButton == 4) rPlaced.AddItem(WeaponMelee, 1) Utility.Wait(0.5) rPlaced.EquipItem(WeaponMelee) iCaps += 800 EndIf ; ---- weapon pick over ---- Utility.Wait(0.5) ; --- pick outfit --- iButton = MessageOutfits.Show() If(iButton == 0) Return ElseIf(iButton == 1) rPlaced.AddItem(OutfitHeavy, 1) Utility.Wait(0.5) rPlaced.EquipItem(OutfitHeavy) iCaps += 500 ElseIf(iButton == 2) rPlaced.AddItem(OutfitMedium, 1) Utility.Wait(0.5) rPlaced.EquipItem(OutfitMedium) iCaps += 500 ElseIf(iButton == 3) rPlaced.AddItem(OutfitLight, 1) Utility.Wait(0.5) rPlaced.EquipItem(OutfitLight) iCaps += 500 EndIf ; ---- outfit pick over ---- ElseIf(iButton == 3) ; something other than those soldiers Actor rPlaced = None ; ---- pick the soldier here ---- iButton = MessageAnimals.Show() If(iButton == 0) Return ; 0 would make a handy "cancel" button ElseIf(iButton == 1) rPlaced = Player.PlaceAtMe(Cat, 1) iCaps += 1000 ElseIf(iButton == 2) rPlaced = Player.PlaceAtMe(Dog, 1) iCaps += 1000 ElseIf(iButton == 3) rPlaced = Player.PlaceAtMe(AnimCatA, 1) iCaps += 1000 ElseIf(iButton == 4) rPlaced = Player.PlaceAtMe(AnimDogA, 1) iCaps += 1000 ElseIf(iButton == 5) rPlaced = Player.PlaceAtMe(AnimGroup, 3) iCaps += 1000 ElseIf(iButton == 6) rPlaced = Player.PlaceAtMe(AnimArmoredGroup, 3) iCaps += 1000 EndIf Player.RemoveItem(Caps, iCaps, False) ; remove whole price at the end EndIf EndFunction
Guest Posted May 28, 2016 Posted May 28, 2016 Line 107. "rPlaced" should be an ObjectReference. ObjectReference rPlaced = None
Karel2015 Posted May 28, 2016 Author Posted May 28, 2016 Omg you are my hero! 1 Last question, It won't let me add EquipItem says it isn't a function, Is there something else I should be using ?
Guest Posted May 28, 2016 Posted May 28, 2016 in this case you need to cast the ObjRef to Actor. Like: (rPlaced as Actor).EquipItem(WeaponHeavy)
Karel2015 Posted May 29, 2016 Author Posted May 29, 2016 So, I did the outfits like this: ; --- pick outfit --- iButton = MessageOutfits.Show() If(iButton == 0) Return ElseIf(iButton == 1) rPlaced.AddItem(OutfitHeavy, 1) (rPlaced as Actor).EquipItem(OutfitHeavy) Utility.Wait(0.5) iCaps += 500 ElseIf(iButton == 2) rPlaced.AddItem(OutfitMedium, 1) (rPlaced as Actor).EquipItem(OutfitMedium) Utility.Wait(0.5) iCaps += 500 ElseIf(iButton == 3) rPlaced.AddItem(OutfitLight, 1) (rPlaced as Actor).EquipItem(OutfitLight) Utility.Wait(0.5) iCaps += 500 EndIf Still same problem It will add the outfits but they won't equip the outfits. They will equip the weapon automatically cause of the Package I have attached forces them to draw the weapon. But for some reason they won't equip anything.
Guest Posted May 29, 2016 Posted May 29, 2016 You can't equip an outfit using .EquipItem() Only "armors" can be added in this way.
Karel2015 Posted May 29, 2016 Author Posted May 29, 2016 Ahh, so there is no way to do it unless I define the underarmor / armor pieces individually
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