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Head shroud equip problem


GeorgNihilus

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hi there :) I'm using this ...

 

int StartingConditional() {

object oVi = GetObjectByTag("VisasMarr");

string sShirtTag = GetScriptStringParameter();

object oWearingThis = GetItemInSlot( INVENTORY_SLOT_HEAD, oVi);

if( GetIsObjectValid( oWearingThis ) ) {

if( GetTag( oWearingThis ) == sShirtTag )

return TRUE;

}

return FALSE;

}

 

to check if Visas is wearing a shroud on her head slot to open a dialog branch, problem is it's working ok if she DOESN'T HAVE IT EQUIPPED but the "positive" branch is being ignored ... :raise:

 

that said, I've managed to equip through dialog the shroud on her but I can't unequip it through a dlg branch. So that's my "daily issue" ... for u there :lol:

 

hope someone can enlighten me :roleyess:

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Nothing in your script jumps out as being wrong, but this works for me:

int StartingConditional() {

int iSlot = GetScriptParameter(1);
object oItem = GetItemInSlot(iSlot, OBJECT_SELF);
string sTag = GetScriptStringParameter();

if( GetIsObjectValid(oItem) && GetTag(oItem) == sTag ) return TRUE;
else return FALSE;

}

It's a generic script that can check any item (as your attempt would) and any slot as well (head is 0). As long as Visas is firing it, it would work for Visas, otherwise change "OBJECT_SELF" to "GetObjectByTag("visasmarr", 0)".

 

So if that doesn't work either, then something's wrong in the dialogue file or you have the item tag wrong, or some such.

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clean compilation, clean/brief scripting ;) ... but still nothing JCarter. I think it might be my dialog, already did a new branch and still nothing.

 

I'll keep this script anyway, maybe starting a new game instead of trying this in an old save will "magically" fix the problem, things do work THAT odd for me sometimes :doh:

 

Everything looks good in this one, thanks a lot for your time :thmbup1:

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Well, if it still doesn't work, all I can suggest is: 1.) Check that the item tag matches the string parameter; you never know if you've made a typo, 2.) make sure the node with the conditional is at the top so it's actually checked first, and 3.) make sure you put the script on a conditional line and not on a regular script line - this mistake I make all the time.

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There is one issue

 

And that's that Visas can't technically equip headgear.

 

I believe the way I had been doing it was making the shroud as a disguise item and it actually changes Visas' character appearance. I don't know if this is affecting anything with Visas or not though. Some insight never hurts though.

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There is one issue

 

And that's that Visas can't technically equip headgear.

 

I believe the way I had been doing it was making the shroud as a disguise item and it actually changes Visas' character appearance. I don't know if this is affecting anything with Visas or not though. Some insight never hurts though.

Just tried my dlg removing disguise property from uti. As expected, shroud doesn't show in her head but item is equipped in her slot but I STILL can't unequip it once shroud is in her head, even without the disguise property ... :raise:

 

what else can I say ...

 

Thanks VP for the mod by the way & both for your help, if I keep trying I'll post :thmbup1:

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