User talk:Haama
Things to do:
Look through scripting subsections.
Possible additions to the Avoiding Message Spam tutorial
AddItem
Create a remote persistent container in the CS. Add the items to the container, and then use RemoveAllItems to move them to the player.
UnEquipItem
Create a token item in the CS. Set it to use the desired Biped Objects you wish to unequip. Add it to the player using the method above, and force equip it on the player.
- Dragoon Wraith TALK 18:25, 30 June 2007 (EDT): Equipping items causes message spam, so that won't help.
- Haama 20:32, 30 June 2007 (EDT): That's what I was thinking, but I swear I saw Guidobot mention a method like this on the ESF. I just can't remember the details.
Game Settings
I was doing a bunch at a time and then setting the color afterwards. Its easier to cut and paste that way. I am also going through and checking on the ones that are already in there while I am at it and changing the template as needed.
--ShadowDancer 16:41, 28 July 2007 (EDT)
No Prob. I know how it goes. I asked him if he wanted me to add in the values but didn't hear back from him about it (though he answered my other note to him) so I figured I would go ahead and do it. It needs to be done at some point anyway, so if they are all in and a different color, should make things easy. LOL Oh, and at this point the list down to where I left off is checked as far as the game settings go. There were a couple that were wrong.
--ShadowDancer 17:16, 28 July 2007 (EDT)
Stuff for FormID page, maybe
Reference vs. Base Record FormID
Each object has two types of FormIDs:
- Base Record - The FormID in the Object Window. This FormID signifies the
- Reference - The ReferenceID when you edit/double click an object in the Render Window.
Inventory Manipulation
Test category within a category Moving a subsection of an inventory Also make code for RemoveAllItems2
Random notes
Once you disable the control - will IsKeyPressed continue to work? TapControl? TapKey?
Keychain - instead of using a spell, use the cell reference functions to scan through doors. Maybe unlock all doors in the cell when the player enters it, if they've got the key?