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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
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
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?
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
--------------------------------
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
Int PageCount = 1
Int PageStep = 0
String[] Pages
If(HasFeature1())
PageCount += 1
EndIf
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
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
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.")
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")