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--- dcc_sgo_QuestController.psc 2016-11-26 19:04:10.634871300 -0600 | |
+++ dcc_sgo_QuestController.fu 2016-12-27 16:21:28.448041200 -0600 | |
@@ -729,8 +729,7 @@ | |
Function PrintLog(String Msg) | |
{print to log file} | |
- Debug.Trace("[SGO] " + Msg) | |
- MiscUtil.PrintConsole("[SGO] " + Msg) | |
+ Debug.Trace("[SGO] " + Msg); | |
Return |
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Scriptname WIDeadBodyCleanupScript extends Actor | |
;**** This should ONLY BE USED ON UNIQUE ACTORS!!! **** | |
;This script cleans up dead actors, enables a container (ie grave/crypt) and moves all their inventory, after it Loads/unloads after a certain period of time. | |
;If you need to temporarily stop someone from being cleaned up, put them in the WINoBodyCleanupFaction faction. | |
;please do not modify this script without talking to jduvall | |
WIFunctionsScript Property WI Auto |
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Function ActorUsingSet(Actor Who, ObjectReference What) | |
{set an object (furniture) as being used by the actor. it will | |
disable the furniture and move the actor to its location. the | |
next step would be for you to trigger the idle package that | |
contains the animated equip version.} | |
If(What == None) | |
Who.RemoveFromFaction(self.dcc_dm_FactionUsingObject) | |
;; were we using something before? |
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NOTES TO SELF | |
(or anyone attempting to create new furniture) | |
---------------------------------------------------------------- | |
use the doll stands as a template when creating new device replace the file | |
names here with what you are working on. | |
doll-stand-a1 | |
-------------------------------- |
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Function MoveSaddleBoneArray(Float[] Pos, Float[] Rot, Float Scale) | |
{adjust the position of the saddlebone on the actor.} | |
Actor Who = Mount.GetActorRef() | |
NiOverride.AddNodeTransformPosition(Who,FALSE,FALSE,"SaddleBone","Ride.Mount",Pos) | |
NiOverride.AddNodeTransformRotation(Who,FALSE,FALSE,"SaddleBone","Ride.Mount",Rot) | |
NiOverride.AddNodeTransformScale(Who,FALSE,FALSE,"SaddleBone","Ride.Mount",Scale) | |
NiOverride.UpdateNodeTransform(Who,FALSE,FALSE,"SaddleBone") | |
Return |
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Int PageCount = 1 | |
Int PageStep = 0 | |
String[] Pages | |
If(HasFeature1()) | |
PageCount += 1 | |
EndIf |
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Function AddToLeveledItemList(LeveledItem Which, Form What) | |
{add an item to a leveled list form if it does not exist.} | |
Int Count = Which.GetNumForms() | |
While(Count > 0) | |
Count -= 1 | |
If(Which.GetNthForm(Count) == What) | |
Return |
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Scriptname DCC:dcc_palock_EffectInPA extends ActiveMagicEffect | |
{monitors power armor equip status and removes power cores when you leave it.} | |
GlobalVariable Property PALockDelay Auto | |
GlobalVariable Property PALockMode Auto | |
GlobalVariable Property PALockDist Auto | |
ReferenceAlias Property PowerArmorRef Auto | |
Ammo Property AmmoFusionCore Auto | |
ObjectMod Property PA_FusionCore01 Auto |
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Scriptname DCC:dcc_bp_ArmoPlugFusionCore_Main extends ObjectReference | |
dcc_bp_QuestController Property Main Auto | |
Event OnEquipped(Actor Who) | |
If(Who != Game.GetPlayer()) | |
Return | |
EndIf | |
Debug.Notification("Fusion Core Equipped.") |
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Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) | |
AggTarget = akAggressor as Actor | |
cchp = Selfref.GetActorValue("Health") | |
Redam = utility.randomInt(50, 400) | |
If akAggressor as Actor && canref == 0 | |
canref = !canref | |
; Utility.wait(0.50) | |
; hithp = Selfref.GetActorValue("Health") |