Making a clipboard trigger a message

Post » Wed Aug 26, 2009 1:38 am

Okay, so I'm working on a mod that lets you work as a pormstar, just like in Fallout 2. Don't worry, it'll all be fade to black just like the vanilla game, no advlt content per se.

What I need to do is this, the player is asked to sign a waiver to relieve the studio of any responsibility should the player get injured, get an STD etc. It's not really more than a fun gimmick, I'm not sure if I'll actually do anything else with it. What it needs to do is the following:

The clipboard can be a static object, lying on the front desk. When the player has accepted the job offer, the clipboard will become an activator, upon hitting "E" on the clipboard, a message comes up saying "You hereby relieve the Capitol Erotica - New Vegas branch of any responsibility etc.". You then have two choices, either "sign" or "don't sign". Obviously if you don't sign you can't do the job, but you can change your mind at any time. If you do sign, the clipboard becomes inactive again and you can accept the quests to shoot some movies (again, no actual movies are involved, just to clear up the mature content, I've had people get riled about this kind of mod before for some reason).

So, I'm fairly sure this is possible, but I have no idea how to actually do it. Anyone got any help for me?
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

Post » Wed Aug 26, 2009 10:49 am

An on activate block displaying a messagebox is easy to do. Your clipboard is just a misc object, and im fairly sure it can have a script attached to it. Remember that unlike oblivion / construction set, messages are now object items that you have to create first in the object window. In this case, you would create a message with the object id "pormowaiverMSG". When you open the message as an object, you can type what text is displayed, tick a tick box to denote that it is a message box, as opposed to ingame mesage. You can also add button options here. Modding etiquette suggests you add a unique prefix to any object you create, to help avoid conflicts with other modders (E.g. chipormoWaiverMSG). It would look something like this:

scn pormoClipboardScriptshort SignWaivershort ButtonBegin onActivate PlayerIf SignWaiver == 0   ShowMessage pormoWaiverMsg   set SignWaiver to 1EndifEndBegin GameModeIf SignWaiver == 1   set Button to GetButtonPressed      If Button > -1         set SignWaiver to 2            If Button == 0                ;Option for yes, player has signed. Im assuming you would set a quest stage here to represent that.            elseif button == 1                ;option for no, player does not sign                set SignWaiver to 0  ;resets script so that player can have the choice to sign again            endif      endifEndifEnd



Thats just doing it off the top of my head, should at least give you a rough idea of what to do. Go http://geck.gamesas.com/index.php/GetButtonPressedto view the geck page on this kind of thing.
User avatar
michael flanigan
 
Posts: 3449
Joined: Thu Jun 14, 2007 2:33 pm

Post » Tue Aug 25, 2009 10:45 pm

Thanks a lot, I'll take a look. I normally use the prefix "01Urge" to any new ID I make in the GECK, for convenience and to avoid conflicts.
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm


Return to Fallout: New Vegas