I think ya'll forgot to finish this.

Post » Sat Feb 20, 2010 4:42 pm

This isn't critical to anything. But anyway.

I think you started to do something in The Pitt's MQ but you didn't finish your code. If I'm misinterpreting what this code was supposed to do, then nevermind me.

I was screwing around with FOOK and I was thinking to myself, when you carry that baby around it should make a repeating baby-noise based upon a random passed time. I decided that the quest script for DLC01Quest03 would be a good place to jack something like that in, and went in to do it, and discovered something similar already there (but not exactly what I was going to do).

(codeboxes don't work on your board any more sorry, so this isn't indented)

;------------------------------------------------------

;Handling holding the baby and it making noise
if player.getItemCount DLC01Baby > 0
;PLAY A RANDOM BABY NOISE, BASED ON TIMER
if BabyTimer <= 0
;PLAY WAH OR BURBLE
set BabyTimer to BabyNoiseCount
else
set BabyTimer to BabyTimer - getSecondsPassed
endif

if player.getInSameCell DLC01SandraREF
DLC01SandraREF.evp
endif
endif

;---------------------------------------------
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sharon
 
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Post » Sat Feb 20, 2010 1:59 pm

Or it was purposefully disabled.
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remi lasisi
 
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Post » Sat Feb 20, 2010 7:59 pm

Or it was purposefully disabled.


Certainly, but, this isn't generally how I've seen functions get deliberately disabled (I do see that here and there). They tend to comment out what they decide not to use. It's not like that in this spot.

I'm not saying I have insight into it, i'm just pointing it out because of what it looks like. Kinda interesting trivia thing.
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DeeD
 
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