Guest Posted August 29, 2012 Posted August 29, 2012 Ok I need some knowledge... Â player.removeallitems how exactly does this work? What I mean is will it remove ALL items or do I have to add something in to specify what items: Weapons, Apparel, Food, Ammo, etc... (was looking at V19 quest line and noticed in the script for "Chloroform" it had 0's and #'s after... player.removeallitems >1< 00(?) 24(?) Â Teleporting the PC and NPC, how do I set it up to where conversation will pick back up? I think I know how but not 100% sure on this. Â Token Items/Count just with what I've been able to figure out I think I can use this to make everything work but I have no idea how to remove these once needed. IOW, say the player ends up with 1000 tokens how do I reset/takeaway them without knowing how many the player has? Â Forced Following a NPC, I noticed that you can't walk away from Marissa(spell?)(in the Legion camp) during the training session. How do I copy that and put it to use?
zippy57 Posted August 29, 2012 Posted August 29, 2012 It removes all items. The function linked at the bottom of that page of the wiki, RemoveAllTypedItems allows you to remove only a certain type of items. Â Running MoveTo on the Player can be resource intensive and can take enough time that the rest of the script commands never fire. I recommend moving the player to an area within a trigger, then having that trigger run the conversation. Â If you're giving the player the tokens it's really your responsibility to know how many they have. If, for whatever reason, you can't possibly know, just remove 99999999999 of them. That should do the trick. Â As for the forced follow, no idea. I suggest you open up Legion and look at the scripting to find out for yourself.
Guest Posted September 19, 2012 Posted September 19, 2012 Ok this idea is WAY over my head so I need ALOT of help with this one... Â What I want to do is setup a spawn point with (for now) one of three creatures to appear in/at. I can find out how to setup a spawn point on the wiki site, but I have no clue how to make it randomize between different creature types. For now lets say, Gecko, Deathclaw, and Bighorner.
zippy57 Posted September 19, 2012 Posted September 19, 2012 I wasn't aware it was possible to set up a spawn point without selecting randomly from a leveled list. How are you doing it that you aren't given that option?
Guest Posted September 19, 2012 Posted September 19, 2012 Haven't tried it yet (I like to understand what I'm trying to do before I try it), but I think you miss understand (maybe I don't understand to). What I want to do in a way is say setup a house where you could walk in and one of the three creatures mentioned would spawn inside. 100% random not level based if I can avoid it.
zippy57 Posted September 19, 2012 Posted September 19, 2012 No, you don't understand what a leveled list is. Despite the name, a leveled list can be totally random and have nothing to do with levels. Â EDIT: Here's why. A leveled list returns one item on it for every time it's called. This can be based on levels. But if you have three items on the list set to spawn for the same PC level the game can still only choose one, making it a random choice between the three.
Guest Posted September 19, 2012 Posted September 19, 2012 Ah ok... KNOWLEDGE!! Thanks for clarifying this. Â Moving on... How would I set it up to where it changes (with in reason, obiviously I don't want to stop it from spawning one creature 30 times in a row) every time you enter the house? Enter, Gecko, Exit, Enter, Bighorner, exit, Enter, Deathclaw... etc. Obviously the creature needs to despawn each time you exit.
KainsChylde Posted September 19, 2012 Posted September 19, 2012 Not sure, but I don't think it can "de-spawn" like you're saying. I could be wrong, my geck skills are nonexistent, but i think the only way to reset a spawn point is to kill the last spawn.
zippy57 Posted September 19, 2012 Posted September 19, 2012 It will only spawn one NPC/creature/whatever every three days, and even then only if the previously spawned NPC/creature/whatever has been killed or otherwise Disabled.
Guest Posted September 19, 2012 Posted September 19, 2012 Every three days... hmmm, I can work with that, I was planing on the event happening every week. Â With this in mind, what's an easy way to allow access to an area based on the day of the week? I'm thinking it would have to be through Dialogue, but I'm only guessing at this.
zippy57 Posted September 19, 2012 Posted September 19, 2012 Okay, that changes things. You're not placing a generic spawn point out in the middle of the wasteland. You're setting up a scripted event. That means you can go about this in a totally different way. Â With that in mind: Is this "area" its own interior cell, or is it in a worldspace? How were you planning to allow the player to enter in the first place?
Guest Posted September 20, 2012 Posted September 20, 2012 Interior. Well that depends on a couple factors, Males should be able to walk in on the required day. Females if enslaved are brought in with their master, once freed they can enter on their own.
zippy57 Posted September 20, 2012 Posted September 20, 2012 In your quest script do an if/then check using GetDayOfWeek. If it's the day of the week you want it open, unlock the door. Otherwise lock it.
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