Activating a terminal remotely

Post » Fri May 27, 2011 9:42 pm

Hi there

I've been trying to add the ability to remotely access a terminal from an aid item in the players inventory, with partial success. I have the item, in this case a book, that when clicked on brings up the terminal remotely using this command: TerminalRef.Activate player 1

It works in the same cell as the terminal itself, but when leaving the cell it will not work by clicking on the item in the inventory. Here is the (simple) script

Scriptname TerminalScriptBegin OnEquipTerminalRef.Activate player 1End


Can anyone please help with is? Thankyou
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Jynx Anthropic
 
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Post » Fri May 27, 2011 7:49 am

Well, if it doesn't work if the terminal is in some other cell, why not spawn it into the player's current cell then move it back to its original position when the player is finished?
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Melanie
 
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Post » Fri May 27, 2011 11:44 am

Well using the MoveTo player command it moved it to the player, but it's not quite perfect. You still have to use the pipboy twice to access it remotely. As in bring up PB, click on item, exit. Terminal comes to you but doesn't access it right away, then use PB again click on item and then it will access.

Just using it like this:

Begin OnEquip

TerminalRef.MoveTo player
TerminalRef.Activate player 1

end
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sexy zara
 
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Post » Fri May 27, 2011 10:00 am

Can you try adding 'CloseAllMenus' between the MoveTo bit and the Activate bit?
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rheanna bruining
 
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Post » Fri May 27, 2011 8:53 pm

This is the exact code I use in SSP to activate the Options Terminal, your problem is your getting caught up in the RunOnActivateBlockFlag and as its a Terminal you most likely do not even have a Scripted OnActivate Block attacked to it, also trying to open a terminal while already in menumode(Pipboy) will cause it to not work.

scn 1SSBEOptionsTerminalOpenScriptBegin ScriptEffectFinish	SSPOptionsTerminal.Activate PlayerEnd

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Amiee Kent
 
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Post » Fri May 27, 2011 8:55 pm

edit - or just do

The onequip block is a single run block, so that is probably why you have to activate it twice in your inventory. If you add a variable and then use menumode to check when the terminal has been moved:

scn helpscriptshort sMoveTerminalBegin OnEquipset sMoveTerminal to 1EndBegin MenuModeIf sMoveTerminal == 1  TerminalRef.Activate player 1  set sMoveTerminal to 0Endifend


You could look up the code for menumode to run only when the players inventory is open, not other menu modes. Hopefully this will work.

edit- or use closeallmenus and have the variable checking in a gamemode block, if terminals cant open whilst inventory is open like saiden says.
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Jennifer Munroe
 
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Post » Fri May 27, 2011 11:41 am

Thankyou very much guys, can't test it right now (work) but will later :)
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Darren
 
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