Difference between revisions of "Useful Scripts"

9,617 bytes added ,  07:43, 29 January 2014
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imported>Cipscis
(→‎Terminals: Added a switch variable so as not to unnecessarily reset GameSettings every frame)
imported>Cuceta
 
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[[category:Scripting]]
= GECK =
= GECK =
==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==
==Light switch==
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End
End
</pre>
</pre>
==Ground area mark that follows the crosshair==
You can see the effect of this script in this [http://www.youtube.com/watch?v=Utc5SvInb3c video]
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
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>


==Forced Relative Orientation==
==Forced Relative Orientation==
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end
end


</pre>
==Simulating Global Functions in your Mod==
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>
</pre>


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Short activated
Short activated


Begin OnActivate
Begin OnActivate player
   set activated to 1
   set activated to 1
   Activate ;For people without FOSE, still works.
   Activate ;For people without FOSE, still works.
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   con_setgamesetting shackingintro06 "Initializing Valhalla Republic MF Boot Agent v2.1.9"
   con_setgamesetting shackingintro06 "Initializing Valhalla Republic MF Boot Agent v2.1.9"
   con_setgamesetting shackingintro09 "Copyright 2156-2234 Academy of Valhalla"
   con_setgamesetting shackingintro09 "Copyright 2156-2234 Academy of Valhalla"
end
End
 
Begin MenuMode
  if activated == 1
    set activated to 2
  endif
End


begin gamemode
Begin GameMode
   if activated
   if activated == 2
     set activated to 0
     set activated to 0
     ;On shutting down the terminal. Makes sure it doesn't show up on others.
     ;On shutting down the terminal. Makes sure it doesn't show up on others.
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     con_setgamesetting shackingintro09 "Copyright 2201-2203 Robco Ind."
     con_setgamesetting shackingintro09 "Copyright 2201-2203 Robco Ind."
   endif
   endif
end
End


</pre>
</pre>
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<small>To be placed on a [[Quest_Data_Tab|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>
<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 HotkeyReleased
ScriptName HotkeyReleased
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Begin GameMode
Begin GameMode
if IsKeyPressed 25 != sToggle
if IsKeyPressed 25 != sToggle
set sToggle to sToggle == 0
set sToggle to IsKeyPressed 25
if sToggle ;Button pressed
if sToggle ;Button pressed
;Do things when button 'p' is pressed, in this case, decrease karma
;Do things when button 'p' is pressed, in this case, decrease karma
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endif
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
; 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
</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
set previousRef to currentRef
goto 1
endif
End
End
</pre>
</pre>
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