Scriptname Control_SpiderCreate extends ObjectReference {Creates a dwmer control spider and checks if there are any other control followers alive}MiscObject Property SpiderCore AutoActorBase Property Control_Spider Auto GlobalVariable Property Control_AutomationCount AutoGlobalVariable Property Control_AutomationLimit AutoControl_AutomationCount.Setvalue(0)Control_AutomationLimit.Setvalue(1)Event OnActivate(ObjectReference akActionRef) if Control_AutomationLimit.GetValue() > Control_AutomationCount.GetValue() Game.GetPlayer().PlaceAtMe(Control_Spider) Utility.Wait(1) Game.GetPlayer().RemoveItem(SpiderCore, 1) Debug.Notification("Spider Activated") ElseIf Control_AutomationLimit.GetValue() <= Control_AutomationCount.GetValue() Debug.Notification("Unable to have any more automations") Utility.wait(1) Debug.MessageBox("Control_AutomationLimit"+ Control_AutomationLimit ) Debug.MessageBox("Control_AutomationCount" + Control_AutomationCount ) Else Debug.MessageBox("Somthing is not right") EndIfEndEventAny ideas on what I have stuffed up?
ObjectReference Property mySpider automySpider.MoveTo(game.getplayer())
ObjectReference Property mySpider automySpider.MoveTo(game.getplayer())
Quest Property DialogueFollowerCopy autoevent OnLoad() (DialogueFollowerCopy as DialogueFollowerScript).SetFollower(self)endEvent
{Controls the spiders OnDeath and on Activate Functions}MiscObject Property Control_SpiderCore AutoActorBase Property Control_Spider Autobool Function IsDead() nativeGlobalVariable Property Control_AutomationCount AutoGlobalVariable Property Control_AutomationLimit Autobool Control_StateDead = falseEvent OnActivate(ObjectReference akActionRef) debug.notification("Dead = "+ Control_StateDead) if Control_StateDead == true ; To stop the stupid message box Debug.Notification("Dead") Else Debug.MessageBox("Automation deactivated") Game.GetPlayer().AddItem(Control_SpiderCore) Delete();Unsure which works Disable() Control_AutomationCount.SetValue(Control_AutomationCount.GetValueInt() - 1) EndIfEndEventEvent OnDeath(Actor akKiller) Control_AutomationCount.SetValue(Control_AutomationCount.GetValueInt() - 1) Control_StateDead = True Debug.Notification("A automation has died") Debug.Notification("Automation Count:" + Control_AutomationCount.GetValueInt())EndEventEvent OnLoad() Control_AutomationCount.SetValue( Control_AutomationCount.GetValueInt() + 1) Control_StateDead = False Debug.Notification("Automation Limit:" + Control_AutomationLimit.GetValueInt()) Debug.Notification("Loaded")EndEventand
Scriptname Control_SpiderCreate extends ObjectReference {Creates a dwmer control spider and checks if there are any other control followers alive}MiscObject Property SpiderCore AutoActorBase Property Control_Spider Auto GlobalVariable Property Control_AutomationCount AutoGlobalVariable Property Control_AutomationLimit AutoEvent OnLoad() if Control_AutomationLimit.GetValue() == 0 Control_AutomationLimit.SetValue(1) EndIfEndEventEvent OnActivate(ObjectReference akActionRef) if Control_AutomationLimit.GetValue() > Control_AutomationCount.GetValue() Game.GetPlayer().PlaceAtMe(Control_Spider) Game.GetPlayer().RemoveItem(SpiderCore, 1) Debug.Notification("Spider Activated") ElseIf Control_AutomationLimit.GetValue() <= Control_AutomationCount.GetValue() Debug.Notification("Unable to have any more automations") Else Debug.MessageBox("Somthing is not right") EndIfEndEventEvent OnEquip() if Control_AutomationLimit.GetValue() > Control_AutomationCount.GetValue() Game.GetPlayer().PlaceAtMe(Control_Spider) Game.GetPlayer().RemoveItem(SpiderCore, 1) Debug.Notification("Spider Activated") ElseIf Control_AutomationLimit.GetValue() <= Control_AutomationCount.GetValue() Debug.Notification("Unable to have any more automations") Else Debug.MessageBox("Somthing is not right") EndIfEndEventAnd maybe some commenting and cleaning up.