Difference between revisions of "Useful Scripts"

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imported>Cipscis
(Optimised most of the scripts and made them a little more consistent.)
imported>Cuceta
 
(29 intermediate revisions by 10 users not shown)
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==Karma Effects on Items==
[[category:Scripting]]
Script Type: Effect<br />
= GECK =
<small>For armour, you can use a scripted Object Effect. This allows the armour to safely be equipped and unequipped via [[EquipItem]] and [[UnequipItem]]</small>
 
==Gender Unlock==
Script Type:Object
 
<small>To be placed on an [[door]], or [[container]], Uses your gender (Male, Female) to [[unlock]] a the door, container.</small>
 
<pre>
ScriptName VaultGenderUnlock
 
Begin Gamemode
 
If Player.GetIsSex gender ;Place male,female where it says Gender. Can't be both.
  Unlock
endif
 
End
</pre>
 
 
==Timed Doors==
Script Type:Object
 
<small>To be placed on an [[activator]], Uses Persistent References to design Objects.</small>
 
<pre>
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
 
</pre>
 
 
==Light switch==
Script Type:Object
 
<small>To be placed on an [[activator]], and [[Reference#Linked_Ref|linked]] to a light source or x-marker [[Reference#Enable_Parent|Enable Parent]].</small>


<pre>
<pre>
ScriptName KarmaEffect
ScriptName LightSwitchScript
 
ref light


ref rWearer
Begin OnActivate
if light == 0
set light to GetLinkedRef
endif


Begin ScriptEffectStart
if light.GetDisabled
set rWearer to GetSelf
light.Enable
if rWearer.GetIsReference player
else
RewardKarma -650
light.Disable
endif
endif
Activate
End
End
</pre>


Begin ScriptEffectFinish
==Ground area mark that follows the crosshair==
if rWearer.GetIsReference player
You can see the effect of this script in this [http://www.youtube.com/watch?v=Utc5SvInb3c video]
player.RewardKarma 650
Script Type: Quest or Effect
<small>For a Quest script, use a [[GameMode]] block.  For an Effect script, use a [[ScriptEffectUpdate]] block.<br>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.</small>
 
<pre>
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
endif
End
 
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
</pre>
</pre>


Script Type: Object<br />
<small>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</small>


<pre>ScriptName KarmaEffect
==Forced Relative Orientation==
Script Type: Quest, Object or Effect
<small>For a Quest or Object script, use a [[GameMode]] block.  For an Effect script, use a [[ScriptEffectUpdate]] block.<br />In order to use the EditorRefID of your reference in a script like this, it must be a persistent reference.</small>
 
<pre>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


Begin OnEquip player
RewardKarma -650
End
End
</pre>


Begin OnUnequip player
<ul>
player.RewardKarma 650
<li><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:<pre>set fAngle to player.GetAngle X
End
set fRelativePos to player.GetPos Z - <PLAYER OFFSET> * sin fAngle
</pre>
</pre>
</li>
<li><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.</li>
<li><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</li>
</ul>
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==
==Autoclosing door==
Line 64: Line 228:
endif
endif
Activate
Activate
End
</pre>
==Karma Effects on Items==
Script Type: Effect<br />
<small>For armour, you can use a scripted Object Effect.  This allows the armour to safely be equipped and unequipped via [[EquipItem]] and [[UnequipItem]]</small>
<pre>
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
</pre>
Script Type: Object<br />
<small>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</small>
<pre>ScriptName KarmaEffect
Begin OnEquip player
player.RewardKarma -650
End
Begin OnUnequip player
player.RewardKarma 650
End
End
</pre>
</pre>
Line 122: Line 323:
</pre>
</pre>


==Light switch==
==Simulating Global Functions in your Mod==
Script Type:Object
Global functions, or behavior that acts as though it's a global function can be simulated through the use of a shared script (i.e. a Quest script) and setting properties on it as though it were a state machine.
 
It must be understood that scripts execute all the way through, each tick, and
many times the result from a function call won't be readable until the next tick has occurred. Some parts in this example use NVSE (FOSE works as well for Fallout3).
 
The first script is called ExampleScript and is a Quest type script for the Quest called Example. Note that referencing variables in a script from outside of the script must be done by referencing the Quest name, not the Script name. (i.e. Example.Initialized instead of ExampleScript.Initialized).
 
If you have any questions, email me at nyteshade.geck@gmail.com.
<pre> 
    ScriptName ExampleScript
 
    Short Initialized
 
    Short Msg_FnSum
    Short Msg_FnSum_Done
    Short Msg_FnProduct
    Short Msg_FnProduct_Done
 
    Short Param1 ; best to name these something better
    Short Param2 ; if you are not going to share them
    Short ReturnValue
 
    Begin GameMode
      If Initialized == 0 || GetGameLoaded || GetGameRestarted ; last two are from NVSE
        Set Initialized to 1
        Set Param1 to 0
        Set Param2 to 0
        Set ReturnValue to 0
        Set Msg_FnSum to 0
        Set Msg_FnSum_Done to 0
        Set Msg_FnProduct to 0
        Set Msg_FnProduct_Done to 0
      EndIf
 
      If Msg_FnSum != 0
        Set ReturnValue to Param1 + Param2
        Set Msg_FnSum to 0
        Set Msg_FnSum_Done to 1
      ElseIf Msg_FnProduct != 0
        Set ReturnValue to Param1 * Param2
        Set Msg_FnProduct to 0
        Set Msg_FnProduct_Done to 1
      EndIf
    End
</pre>
 
The calling script can be anything really. You will notice in this script, the calling of the Msg_FnSum and Msg_FnProduct occur in separate time ticks than the Msg_FnSum_Done and Msg_FnProduct_Done code. The entire script is ready every tick but the conditions triggered by the code in the ExampleScript will not have taken place in the first pass.
 
<pre>
    ScriptName Other
 
    Short SumValue
    Short ProductValue
 
    Begin GameMode
      If SomeCondition == 1
        ; Let's call function Sum
        Set Example.Param1 to 2        ; Set parameter 1
        Set Example.Param2 to 5        ; Set parameter 2
        Set Example.Msg_FnSum to 1      ; Call Msg_FnSum on next tick
      ElseIf SomeCondition == 2
        ; Let's call function Product
        Set Example.Param1 to 2        ; Set parameter 1
        Set Example.Param2 to 5        ; Set parameter 2
        Set Example.Msg_FnProduct to 1  ; Call Msg_FnProduct on next tick
      EndIf
 
      ; Occurs in a later 'tick' than the calling code
      If Example.Msg_FnSum_Done == 1
        ; Do something with the value
        ; The value of Example.ReturnValue is now 7
 
        Set Example.ReturnValue to 0    ; Clean up return value (be nice)
        Set Example.Msg_FnSum_Done to 0 ; Prevent this code block from executing next tick
      ElseIf Example.Msg_FnProduct_Done == 1
        ; Do something with the value
        ; The value of Example.ReturnValue is now 10
 
        Set Example.ReturnValue to 0        ; Clean up return value (be nice)
        Set Example.Msg_FnProduct_Done to 0 ; Prevent this code block from executing next tick
      EndIf
    End
</pre>
 
= + [[Fallout Script Extender|FOSE]] =
 
== Terminals ==
Script Type: Object
;Script requires the [[Fallout Script Extender]].
 
 
<small>To be placed on a [[terminal]], it changes the usual "Robco" headers to your liking.</small>
<pre>
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
 
</pre>
 
== Hotkey ==
Script Type: Quest
;Script requires the [[Fallout Script Extender]].


<small>To be placed on an [[activator]], and [[Reference#Linked_Ref|linked]] to a light source or x-marker [[Reference#Enable_Parent|Enable Parent]].</small>


<small>To be placed on a [[:Category: Quests|quest]], it will run some code when a key is released. See [http://fose.silverlock.org/fose_command_doc.html#DirectX_Scancodes FOSEs Command Docs] for additional DirectX Scancodes</small>
<pre>
<pre>
ScriptName LightSwitchScript
ScriptName HotkeyReleased


ref light
Short sToggle


Begin OnActivate
Begin GameMode
if light == 0
if IsKeyPressed 25 != sToggle
set light to GetLinkedRef
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
endif
End
</pre>
Note: Your attached <b>Quest</b> should have a small <b>script Processing delay</b>, otherwise the key event may not work.
== Iterating through multiple lists ==
Script Type: Object
;Script requires the [[Fallout Script Extender]].
This is a good technique for making simulated 2 dimension arrays in tes script
There are a few technically unnecessary variables but this loop is setup to be used as part of a series.
To use in series, just copy everything from ";Main Loop" to the last "EndIf". The only thing you need to change is the value of "MainList".
If you use this on any list that may be empty it is a good idea to surround any use of CurrentRef with an if block checking if the ref == 0
Sorry for any errors, I'm writing this from memory
<pre>
scn Test2Dim
; Counter vars
long Count1
long Count2


if light.GetDisabled
; Max Count vars
light.Enable
long MaxCount1
long MaxCount2
 
; Label vars
short Label1
short Label2
 
; Lists
ref MainList
ref CurrentList
 
ref CurrentRef
 
Begin onActivate
; setup counters
Set Label1 To 0
Set Label2 To 1
;Main Loop
Set MainList To TopLevelListHere
Set Label1 To Label1 + 2 ; 2 Because its the number af labels
Set Label2 To Label2 + 2
Set Count1 To 0
Set MaxCount1 To ListGetCount MainList
Label Label1
Set Count2 To 0
Set CurrentList To ListGetNthForm MainList Count1
Set MaxCount2 To ListGetCount CurrentList
Label Label2
Set CurrentRef To ListGetNthForm CurrentList Count2
; Use CurrentRef here
If Count2 < MaxCount2
Set Count2 To Count2 + 1
GoTo Label2
EndIf
If Count1 < MaxCount1
Set Count1 To Count1 + 1
GoTo Label1
EndIf
End
</pre>
 
== Iterate Through Disabled Objects==
Script Type: Object
;Script requires the [[Fallout Script Extender]].
 
 
<small>To be placed on an [[Activator]], and linked to a reference.
 
Usage involves linking the activator to a disabled reference. The disabled reference is linked in a loop with several other disabled references. Each activation will disable the previous reference and enable the next reference.</small>
<pre>
ScriptName LoopThroughReferences
 
ref currentRef
ref previousRef
ref nextRef
 
Begin OnActivate player
 
set previousRef to getSelf
 
Label 1
 
set currentRef to previousRef.getLinkedRef
set nextRef to currentRef.getLinkedRef
 
if currentRef.getDisabled == 0
currentRef.disable
nextRef.enable
else
else
light.Disable
set previousRef to currentRef
goto 1
endif
endif
Activate
 
End
End
</pre>
</pre>

Latest revision as of 07:43, 29 January 2014

GECK[edit | edit source]

Gender Unlock[edit | edit source]

Script Type:Object

To be placed on an door, or container, Uses your gender (Male, Female) to unlock a the door, container.

ScriptName VaultGenderUnlock

Begin Gamemode

If Player.GetIsSex gender ;Place male,female where it says Gender. Can't be both.
  Unlock
endif

End


Timed Doors[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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

Simulating Global Functions in your Mod[edit | edit source]

Global functions, or behavior that acts as though it's a global function can be simulated through the use of a shared script (i.e. a Quest script) and setting properties on it as though it were a state machine.

It must be understood that scripts execute all the way through, each tick, and many times the result from a function call won't be readable until the next tick has occurred. Some parts in this example use NVSE (FOSE works as well for Fallout3).

The first script is called ExampleScript and is a Quest type script for the Quest called Example. Note that referencing variables in a script from outside of the script must be done by referencing the Quest name, not the Script name. (i.e. Example.Initialized instead of ExampleScript.Initialized).

If you have any questions, email me at nyteshade.geck@gmail.com.

   
    ScriptName ExampleScript

    Short Initialized

    Short Msg_FnSum
    Short Msg_FnSum_Done
    Short Msg_FnProduct
    Short Msg_FnProduct_Done

    Short Param1 ; best to name these something better
    Short Param2 ; if you are not going to share them
    Short ReturnValue

    Begin GameMode
      If Initialized == 0 || GetGameLoaded || GetGameRestarted ; last two are from NVSE
        Set Initialized to 1
        Set Param1 to 0
        Set Param2 to 0
        Set ReturnValue to 0
        Set Msg_FnSum to 0
        Set Msg_FnSum_Done to 0
        Set Msg_FnProduct to 0
        Set Msg_FnProduct_Done to 0
      EndIf

      If Msg_FnSum != 0
        Set ReturnValue to Param1 + Param2
        Set Msg_FnSum to 0
        Set Msg_FnSum_Done to 1
      ElseIf Msg_FnProduct != 0
        Set ReturnValue to Param1 * Param2
        Set Msg_FnProduct to 0
        Set Msg_FnProduct_Done to 1
      EndIf
    End

The calling script can be anything really. You will notice in this script, the calling of the Msg_FnSum and Msg_FnProduct occur in separate time ticks than the Msg_FnSum_Done and Msg_FnProduct_Done code. The entire script is ready every tick but the conditions triggered by the code in the ExampleScript will not have taken place in the first pass.

    ScriptName Other

    Short SumValue
    Short ProductValue

    Begin GameMode
      If SomeCondition == 1
        ; Let's call function Sum
        Set Example.Param1 to 2         ; Set parameter 1
        Set Example.Param2 to 5         ; Set parameter 2
        Set Example.Msg_FnSum to 1      ; Call Msg_FnSum on next tick
      ElseIf SomeCondition == 2
        ; Let's call function Product
        Set Example.Param1 to 2         ; Set parameter 1
        Set Example.Param2 to 5         ; Set parameter 2
        Set Example.Msg_FnProduct to 1  ; Call Msg_FnProduct on next tick
      EndIf

      ; Occurs in a later 'tick' than the calling code
      If Example.Msg_FnSum_Done == 1
        ; Do something with the value
        ; The value of Example.ReturnValue is now 7

        Set Example.ReturnValue to 0    ; Clean up return value (be nice)
        Set Example.Msg_FnSum_Done to 0 ; Prevent this code block from executing next tick
      ElseIf Example.Msg_FnProduct_Done == 1
        ; Do something with the value
        ; The value of Example.ReturnValue is now 10

        Set Example.ReturnValue to 0        ; Clean up return value (be nice)
        Set Example.Msg_FnProduct_Done to 0 ; Prevent this code block from executing next tick
      EndIf
    End

+ FOSE[edit | edit source]

Terminals[edit | edit source]

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[edit | edit source]

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

Note: Your attached Quest should have a small script Processing delay, otherwise the key event may not work.

Iterating through multiple lists[edit | edit source]

Script Type: Object

Script requires the Fallout Script Extender.

This is a good technique for making simulated 2 dimension arrays in tes script There are a few technically unnecessary variables but this loop is setup to be used as part of a series.

To use in series, just copy everything from ";Main Loop" to the last "EndIf". The only thing you need to change is the value of "MainList".

If you use this on any list that may be empty it is a good idea to surround any use of CurrentRef with an if block checking if the ref == 0

Sorry for any errors, I'm writing this from memory

scn Test2Dim

; Counter vars
long Count1
long Count2

; Max Count vars
long MaxCount1
long MaxCount2

; Label vars
short Label1
short Label2

; Lists
ref MainList
ref CurrentList

ref CurrentRef

Begin onActivate
	
	; setup counters
	Set Label1 To 0
	Set Label2 To 1
	
	;Main Loop
	Set MainList To TopLevelListHere
	Set Label1 To Label1 + 2 ; 2 Because its the number af labels
	Set Label2 To Label2 + 2
	Set Count1 To 0
	Set MaxCount1 To ListGetCount MainList
	
	Label Label1
		Set Count2 To 0
		Set CurrentList To ListGetNthForm MainList Count1
		Set MaxCount2 To ListGetCount CurrentList
		
		Label Label2
			
			Set CurrentRef To ListGetNthForm CurrentList Count2
			; Use CurrentRef here
			
		If Count2 < MaxCount2
			Set Count2 To Count2 + 1
			GoTo Label2
		EndIf
		
	If Count1 < MaxCount1
		Set Count1 To Count1 + 1
		GoTo Label1
	EndIf
	
End	

Iterate Through Disabled Objects[edit | edit source]

Script Type: Object

Script requires the Fallout Script Extender.


To be placed on an Activator, and linked to a reference.

Usage involves linking the activator to a disabled reference. The disabled reference is linked in a loop with several other disabled references. Each activation will disable the previous reference and enable the next reference.

ScriptName LoopThroughReferences

ref currentRef
ref previousRef
ref nextRef

Begin OnActivate player

	set previousRef to getSelf

	Label 1

	set currentRef to previousRef.getLinkedRef
	set nextRef to currentRef.getLinkedRef

	if currentRef.getDisabled == 0
		currentRef.disable
		nextRef.enable
	else
		set previousRef to currentRef
		goto 1
	endif

End