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Replenishing ammo supply issue

PostPosted: Sat Nov 03, 2012 10:57 am
by Xalev
the idea is one bow would generate ammo, i had gutted and utilized the tribunal script regarding the centurion archers to attempt to run this, but only resulted in gaining the message, with no arrows to be found.
Code: Select all
Begin __x_eternalemerald

if ( MenuMode )
       return
endif

If ( GetItemCount "__X_emeraldtouch" < 20 )
       Messagebox "Your Arrow Supply Has reformed"
       additem "__x_emeraldtouch" 20
endif

End


the message appears, as stated before , and the ID is correct for the arrows i want popped in. . .
Do i need to notate the player as the arrow drop/insertion location?

Re: Replenishing ammo supply issue

PostPosted: Sat Nov 03, 2012 11:35 am
by Xalev
[quote="Xalev"]the idea is one bow would generate ammo, i had gutted and utilized the tribunal script regarding the centurion archers to attempt to run this, but
Code: Select all
Begin __x_eternalemerald

if ( MenuMode )
       return
endif

If ( GetItemCount "__X_emeraldtouch" < 20 )
       Messagebox "Your Arrow Supply Has reformed"
       player-> additem "__x_emeraldtouch" 20
endif

End

now i get arrows every bloody second, without stopping... lets try this again

Re: Replenishing ammo supply issue

PostPosted: Sat Nov 03, 2012 11:39 am
by john.moonsugar
You need to tell us where this script is running. If it is attached to some object, it will at least need:
Player->GetItemCount
Player->AddItem

Re: Replenishing ammo supply issue

PostPosted: Sat Nov 03, 2012 11:44 am
by Xalev
GOT IT. added a player-> to the get item, now it contains itself. ill be adding a if to make sure the bow is in inv maybe. and a force equip

*sees new post* as afore stated, it's attached to a bow. got it mostly working now.