The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.gg/taleoftwowastelands

GECK Scripting Tutorials - Interest In and Ideas

General modding guides and authoring tutorials.
User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

If you need persistent

Post by RoyBatty » Tue May 12, 2015 2:30 pm

If you need persistent packages just add them to the NPC's packages and set conditions on them. You can move the packages around in the tree with the arrow keys (something I learned a short time ago) so you can keep the amount of conditionals to a minimum. Packages are evaluated from top to bottom.


Image

User avatar
FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

RoyBatty wrote:

Post by FiftyTifty » Tue May 12, 2015 3:05 pm

[quote=RoyBatty]


If you need persistent packages just add them to the NPC's packages and set conditions on them. You can move the packages around in the tree with the arrow keys (something I learned a short time ago) so you can keep the amount of conditionals to a minimum. Packages are evaluated from top to bottom.


[/quote]


 


That'd be a little, err, conflicting. Adding packages to every NPC (damned if I know which NPC I'll want to have guarding my shelf of molerat meat and bloodied skulls)...Well, yeah.



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Well then just keep some

Post by RoyBatty » Tue May 12, 2015 3:12 pm

Well then just keep some variables in your quest script to check what NPC has a script package applied and re-apply them in a GetGameLoaded block. Variables in quest scripts are persistent.


Image

User avatar
FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

RoyBatty wrote:

Post by FiftyTifty » Tue May 12, 2015 3:27 pm

[quote=RoyBatty]


Well then just keep some variables in your quest script to check what NPC has a script package applied and re-apply them in a GetGameLoaded block. Variables in quest scripts are persistent.


[/quote]


 


See, this is why I get my nutrition from tutorials. I never knew there was a GetGameLoaded thingymajigger, nor that quest script variables are persistent.



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

If they weren't then

Post by RoyBatty » Tue May 12, 2015 3:36 pm

If they weren't then companions and other stuff would all be broken as hell :D


Image

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

April Fools.... ?

Post by TJ » Tue May 12, 2015 3:43 pm


April Fools.... ?


My project Dash is on Kickstarter!



User avatar
Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

probably like any other grib

Post by Puppettron » Tue May 12, 2015 5:58 pm

probably like any other grib project.  gets ideas going, gets somewhat started, finds something else to do and will come back to it eventually


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

I had school projects and

Post by Gribbleshnibit8 » Tue May 12, 2015 10:33 pm

I had school projects and stuff. Now I'm 'just' looking for a job. I do have several of these written out in notes, and am mostly trying to figure out the best method of making them. Probably will write them as wiki articles.

User avatar
Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

see?  i was right

Post by Puppettron » Tue May 12, 2015 11:49 pm

see?  i was right


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

Post Reply