Which function will work the best and what do I need in between to allow for the transistion.
Scriptname BedRollInventory extends ObjectReferenceInt iCountObjectReference Property SleepingRollActivatorREF AutoArmor Property SleepingRollARMO AutoEvent OnLoad() ; ARMO Item dropped. Switch w/ ACTI SleepingRollActivatorREF.MoveTo(Self) ; Move persistent ACTI here If SleepingRollActivatorREF.IsDisabled() ; If disabled from last time dropped, enable the ACTI SleepingRollActivatorREF.Enable() EndIf Disable() ; Garbage disposal Delete()EndEvent;=========================Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If akNewContainer If akOldContainer If (akOldContainer == Game.GetPlayer()) akNewContainer.RemoveItem(SleepingRollARMO, 1, True, akOldContainer) ; Player put the item in a container. Put it back EndIf ElseIf (akNewContainer == Game.GetPlayer()) iCount = akNewContainer.GetItemCount(SleepingRollARMO) If (iCount > 0) iCount -= 1 akNewContainer.RemoveItem(SleepingRollARMO, iCount, True) ; Player has more than one. Fix EndIf EndIf EndIfEndEvent;==========================Event OnEquipped(Actor akActor) SleepingRollActivatorREF.BlockActivation(False) ; We want a message box, not the sleep menu Utility.Wait(0.5) ; Wait 'til out of menu(s) Game.GetPlayer().UnequipItem(SleepingRollARMO, False, True) ; unequip item SleepingRollActivatorREF.MoveTo(Game.GetPlayer()) ; Move persistent ACTI to player If SleepingRollActivatorREF.IsDisabled() ; If disabled from last time dropped, enable the ACTI SleepingRollActivatorREF.Enable() EndIfEndEvent