Useful Scripts
GECK
Timed Doors
Script Type:Object
To be placed on an activator, Uses Persistent References to design Objects.
ScriptName VaultpTimedDoor ;By BEArbiter ;Explaination: ;This script is to make TimedDoors, Elevators,... ;Once you press the button, Isactivated is set to 1, so pressing the button againt won't do anything, it need to be Reset to 0 ; ;Then, each 1 second, One or more Door will be ;opened/closed. When All the door have been activated, the script ;will reset the Activator. ;It use Persitent Reference of the doors, So You need one ;Script per Activator/Elevator,.... ; ;A Timing Issue Is possible(if you place Two or more activator ;and activate both at little interval), It can be ;Solve by Create An Global Variable instead of Isactivated ;Then, all the button witch use a copy of this ;script won't be useable while a Door is opened float timer ;For a Global Variable, Go to Global, create a ;new short var named isactivated and delete theses line: int isactivated :<end of delete action> Begin Onactivate ;If the button have been pressed before and ;not been reseted, the activator won't do anything if isactivated == 0 set isactivated to 1 Activate else ;If you want the Activation to do something endif end begin gamemode If isactivated == 1 if timer < 8 if timer < 1; elseif Timer < 2;After One second, do the following if Door1.GetOpenState == 3 Door1.SetOpenState 1 ;Door3.SetOpenState 1 ;You can Activate more than one door at a time. elseif Door1.GetOpenState == 1 Door1.SetOpenState 0 ;Door3.SetOpenState 0 Endif Elseif Timer < 3 If Door2.GetOpenState == 3 Door2.SetOpenState 1 Elseif Door2.GetOpenState == 1 Door2.SetOpenState 0 Endif Elseif Timer < 4 If Door3.GetOpenState == 3 Door3.SetOpenState 1 Elseif Door3.GetOpenState == 1 Door3.SetOpenState 0 Endif Endif Else Set isactivated to 0 Set timer to 0 Endif Endif End
Light switch
Script Type:Object
To be placed on an activator, and linked to a light source or x-marker Enable Parent.
ScriptName LightSwitchScript ref light Begin OnActivate if light == 0 set light to GetLinkedRef endif if light.GetDisabled light.Enable else light.Disable endif Activate End
Ground area mark that follows the crosshair
You can see the effect of this script in this video
Script Type: Quest or Effect
For a Quest script, use a GameMode block. For an Effect script, use a ScriptEffectUpdate block.
Instead of activator put the name of the activator or actor you want to use, in order to use the EditorRefID of your reference in a script like this, it must be a persistent reference.
float xang float zang float x float y float z float playerheight float lont begin gamemode set xang to player.getangle x set zang to player.getangle z * -1 + 90 if xang <= 5 set lont to 1300; you can change this value if you need to else if player.issneaking == 0 set playerheight to 322 else set playerheight to 252 endif set lont to (playerheight*cos xang/sin xang * 0.34118010537042257764) endif set xang to player.getangle x * -1 set x to lont * cos xang * cos zang set y to lont * cos xang * sin zang Activator.moveto player x y 0 end
Forced Relative Orientation
Script Type: Quest, Object or Effect
For a Quest or Object script, use a GameMode block. For an Effect script, use a ScriptEffectUpdate block.
In order to use the EditorRefID of your reference in a script like this, it must be a persistent reference.
float fAngle float fRelativePos Begin GameMode set fRelativePos to player.GetPos z + <Z OFFSET> myREF.setPos z fRelativePos set fAngle to player.GetAngle Z + <ANGLE OFFSET> myREF.SetAngle Z fAngle set fRelativePos to player.GetPos Y + <PLAYER OFFSET> * cos fAngle myREF.SetPos Y fRelativePos set fRelativePos to player.GetPos X + <PLAYER OFFSET> * sin fAngle myREF.SetPos X fRelativePos End
- <Z OFFSET> determines the reference's z offset from the player's feet. The higher this is, the further above the player's feet the reference will appear. If <Z OFFSET> should be determined by where the player is looking, this should be used:
set fAngle to player.GetAngle X set fRelativePos to player.GetPos Z - <PLAYER OFFSET> * sin fAngle
- <ANGLE OFFSET> determines the reference's position relative to the players. As <ANGLE OFFSET> increases, the reference's position will move around the player in an anti-clockwise direction. When <ANGLE OFFSET> is 0, the reference will appear directly in front of the player.
- <PLAYER OFFSET> determine's the horizontal distance between the reference and the player. As <PLAYER OFFSET> increases, the reference appears further and further from the player
The player can be substituted for any other reference here and the script will still work. Note that the reference may appear to move through solid objects, especially when <PLAYER OFFSET> is set to a particularly large value.
Autoclosing door
Script Type: Object
Scriptname AutoClosingDoor float doorTimer short closeDoor Begin GameMode if closeDoor == 1 if doorTimer > 0 set doorTimer to doorTimer - getSecondsPassed elseif GetOpenState == 1 ; if the door is still open SetOpenState 0 ; close the door set closeDoor to 0 endif endif End Begin OnActivate if GetOpenState == 3 ; if the door is closed if IsActionRef Player == 0 ; if it should work for the player remove this... set doorTimer to 5 set closeDoor to 1 endif ; ...and this endif Activate End
Karma Effects on Items
Script Type: Effect
For armour, you can use a scripted Object Effect. This allows the armour to safely be equipped and unequipped via EquipItem and UnequipItem
ScriptName KarmaEffect ref rWearer Begin ScriptEffectStart set rWearer to GetSelf if rWearer.GetIsReference player RewardKarma -650 endif End Begin ScriptEffectFinish if rWearer.GetIsReference player RewardKarma 650 endif End
Script Type: Object
For weapons, you'll have to use an Object Script. "Weapon" type Object Effects are applied to that weapon's target, and are therefore unsuitable for applying effects to the wielder
ScriptName KarmaEffect Begin OnEquip player player.RewardKarma -650 End Begin OnUnequip player player.RewardKarma 650 End
Pusheffect
Script Type: Effect
spell effect script for a weapon that knocks people far away and creates a trail of smoke or fire along the way.
NOTE - Only works correctly when the player has the weapon equipped.
scn CALFPeffectSCR short ActorValue1 short ActorValue2 short ActorValue3 short DamageValue Begin ScriptEffectStart ; places initial explosion when hit, just in case there's no specified explosion effect in the weapons projectile ; also useful if you'd want a melee weapon or fist to cause explosions on hit placeatme {ExplosionType} Player.PushActorAway Target 104 ; this is the part of the script in which you can specify a certain damage formula ; the formula can be added to the base damage amount set in the weapons tab ; -or you can set the damage in the tab to zero and fully rely on the formula to calculate damage ; it can be the target NPC/creature's actor value or the player's ; it's also fine not to make a certain damage formula set ActorValue1 to Player.GetAv {ActorValue1} set ActorValue2 to Player.GetAv {ActorValue2} set ActorValue3 to Player.GetAv {ActorValue3} set Damage to -1 * ( {formula incorporating actor values} ) ModAv Health DamageValue ; make the effect play a certain sound-you could also use the sound of the explosion and not specify a specific sound Playsound3D Play a certain sound End Begin ScriptEffectUpdate ; this is the part where you place a smoke effect on every axis the NPC/Creature is located ; it makes as if the smoke is always coming out of the target while the effect is taking place placeatme {smokeeffect} ; alternatively add a smoke actor effect on the character CastImmediateOnSelf {smoke actor effect} End begin ScriptEffectFinish ;if you used the above alternative, this segment removes the smoke effect from the character RemoveSpell {smoke actor effect} end
+ FOSE
Terminals
Script Type: Object
- Script requires the Fallout Script Extender.
To be placed on a terminal, it changes the usual "Robco" headers to your liking.
ScriptName TerminalChange Short toggle Float minitimer Short activated Begin OnActivate player set activated to 1 Activate ;For people without FOSE, still works. con_setgamesetting sComputersHeader1 "GREAT ACADEMY OF VALHALLA" con_setgamesetting sComputersHeader2 "Republic of Valhalla" con_setgamesetting sHackingHeader "VALHALLA REPUBLIC TERMLINK PROTOCOL" con_setgamesetting shackingintro01 "WELCOME TO VALHALLA REPUBLIC TERMLINK" con_setgamesetting shackingintro06 "Initializing Valhalla Republic MF Boot Agent v2.1.9" con_setgamesetting shackingintro09 "Copyright 2156-2234 Academy of Valhalla" End Begin MenuMode if activated == 1 set activated to 2 endif End Begin GameMode if activated == 2 set activated to 0 ;On shutting down the terminal. Makes sure it doesn't show up on others. con_setgamesetting sComputersHeader1 "ROBCO INDUSTRIES UNIFIED OPERATING SYSTEM" con_setgamesetting sComputersHeader2 "COPYRIGHT 2075-2077 ROBCO INDUSTRIES " con_setgamesetting sHackingHeader "ROBCO INDUSTRIES (TM) TERMLINK PROTOCOL" con_setgamesetting shackingintro01 "WELCOME TO ROBCO INDUSTRIES (TM) TERMLINK" con_setgamesetting shackingintro06 "Initializing Robco Industries(TM) MF Boot Agent v2.3.0" con_setgamesetting shackingintro09 "Copyright 2201-2203 Robco Ind." endif End
Hotkey
Script Type: Quest
- Script requires the Fallout Script Extender.
To be placed on a quest, it will run some code when a key is released. See FOSEs Command Docs for additional DirectX Scancodes
ScriptName HotkeyReleased Short sToggle Begin GameMode if IsKeyPressed 25 != sToggle set sToggle to IsKeyPressed 25 if sToggle ;Button pressed ;Do things when button 'p' is pressed, in this case, decrease karma RewardKarma -650 else ;Button released ;Do things when button 'p' is released, in this case, increase karma RewardKarma 650 endif endif End