About Activation Distance

Post » Sun Jun 27, 2010 4:25 pm

SOLVED

Hello!

I write this because I'm having trouble with a little script I'm trying to do.

I need an activator that increases the player reach when used. That would be easy to do in-game with
setgamesetting iactivatepicklength 1000
, for example, but I need to do it with a script to implement it in a mod, and the GECK doesn't accept console commands like SetGameSetting.

How can I alter the player reach distance by using a script on an activator, then?

(I've tried FOSE and the con_setgamesetting command, but, for some reason, it doesn't work.)

Thanks!
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Georgine Lee
 
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Post » Sun Jun 27, 2010 1:16 pm

http://fose.silverlock.org/fose_command_doc.html#con_SetGameSetting won't work if you try to pass a variable as its second parameter. Try using http://fose.silverlock.org/fose_command_doc.html#SetNumericGameSetting instead.

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Melis Hristina
 
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Post » Sun Jun 27, 2010 10:21 pm

I've also tried SetNumericGameSetting with little success... sorry, forgot to mention that x_X
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Cartoon
 
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Post » Sun Jun 27, 2010 1:56 pm

Well it does work. What exactly did you try?

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roxanna matoorah
 
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Post » Sun Jun 27, 2010 4:41 pm

Edited for possible spoilerability xD
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dean Cutler
 
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Post » Sun Jun 27, 2010 5:35 pm

Why do you have a float in there if its not used? Is it used later, or am I just missing it? Also you can attach all of this to one xmarker and just enable/disable that one thing instead all 7 of these objects. Just make an xmarker, give it an ID, and make it initially disabled. Then select all the objects and make each one initially disabled, (if you want them to start out off obviously) then use a batch command by selecting them all and hitting - then select set enable parent, and pick your xmarker. Then just enable/disable the xmarker and they will all be enabled/disabled with it. If you want something to be disabled when the xmarker is enabled say set state to opposite of parent. This setting will override the initially disabled checkbox so watch where you use it.
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Minako
 
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Post » Sun Jun 27, 2010 11:56 am

Why do you have a float in there if its not used? Is it used later, or am I just missing it? Also you can attach all of this to one xmarker and just enable/disable that one thing instead all 7 of these objects. Just make an xmarker, give it an ID, and make it initially disabled. Then select all the objects and make each one initially disabled, (if you want them to start out off obviously) then use a batch command by selecting them all and hitting - then select set enable parent, and pick your xmarker. Then just enable/disable the xmarker and they will all be enabled/disabled with it. If you want something to be disabled when the xmarker is enabled say set state to opposite of parent. This setting will override the initially disabled checkbox so watch where you use it.


Yes, I know about that. This is a in-development script, not the final one. I use this one for testing purposes, I'll optimise the final script once everything works properly (I have different activators that affect individual buttons) The "float timer" is a residuae of a delay I intended to use so the button interface appears after the player has finished sitting down. I'll decide later if I re-implement it on the script or just get rid of it.

The only thing that bothers me right now is the "setnumericgamesetting" thing x_X

I'll Erase the other parts to avoid confusion.
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Daniel Holgate
 
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Post » Sun Jun 27, 2010 8:04 pm

Solved. The problem was not on the "setnumericgamesetting" part. The game simply didn't like the

if OlympusCouncilButton01.getdisabled == 0


conditional. I'll just refrain from using it like that from now on.

A simple "else" got it nice and clean.

Blam!
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Je suis
 
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