Jump to content

Search the Community

Showing results for tags 'puzzle script'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Nexus Mods Hub
    • Site Updates
    • Projects
    • Site Support
    • Vortex Support
  • Modding Discussion
    • Mod Troubleshooting
    • Mod Ideas
    • Modding Academy
    • Articles and Guides
  • The Lounge
    • Newbies
    • General Chat
    • Gaming
    • Hardware and software discussion
    • Off-Topic
  • Moderation
    • Formal Warnings, Bans and Takedowns
  • Discussions
  • Vortex
  • Archived
    • Nexus Mods app
  • Cyberpunk 2077's Mod Ideas
  • Cyberpunk 2077's Discussion
  • Baldur's Gate 3's Discussion
  • Baldur's Gate 3's Mod Ideas
  • Blade & Sorcery's Discussion
  • Blade & Sorcery's Blade & Sorcery: Nomad
  • Elden Ring's Discussion
  • Elden Ring's Mod Ideas
  • Fallout 4's Discussion
  • Fallout 4's Mod Ideas
  • Fallout 4's Creation Kit and Modders
  • Skyrim's Skyrim SE
  • Skyrim's Skyrim LE
  • Skyrim's Skyrim VR and Consoles
  • Skyrim's Mod Ideas
  • Skyrim's Creation Kit and Modders
  • Monster Hunter's MH Rise
  • Monster Hunter's MH World
  • Monster Hunter's MH Wilds
  • Morrowind's Discussion
  • Morrowind's Spoilers
  • Morrowind's Lore
  • Morrowind's Construction Set and Modders
  • Morrowind's Troubleshooting
  • Mount & Blade II: Bannerlord's Discussion
  • Mount & Blade II: Bannerlord's Old Games
  • Oblivion's Classic Discussion
  • Oblivion's Mod Ideas
  • Oblivion's Mod troubleshooting
  • Oblivion's Oblivion Construction Set and Modders
  • Oblivion's Spoilers
  • Oblivion's Remastered Discussion
  • Ready or Not's Discussion
  • Red Dead Redemption 2's Discussion
  • Red Dead Redemption 2's Mod Ideas
  • Resident Evil Remakes's Resident Evil 4
  • Resident Evil Remakes's Resident Evil 3
  • Resident Evil Remakes's Resident Evil 2
  • Resident Evil Remakes's Resident Evil Village
  • Starfield's Discussion
  • Starfield's Mod Ideas
  • Starfield's Creation Kit and Modders
  • The Witcher's The Witcher 3: Wild Hunt
  • The Witcher's Mod Ideas
  • The Witcher's The Witcher 2: Assassins of Kings
  • The Witcher's The Witcher
  • The Witcher's REDEngine and Modders
  • Spider-Man's Spider-Man Remastered
  • Spider-Man's Miles Morales
  • Spider-Man's Mod Ideas
  • Spider-Man's Spider-Man 2
  • Fallout New Vegas's Discussion
  • Fallout New Vegas's Mod Ideas
  • Fallout New Vegas's Mod Troubleshooting
  • Fallout New Vegas's GECK and Modders
  • Fallout New Vegas's Spoilers
  • Stardew Valley's Discussion
  • Fallout 3's Mod Ideas
  • Fallout 3's Discussion
  • Fallout 3's GECK and Modders
  • Fallout 3's Spoilers
  • Fallout 3's Mod Troubleshooting
  • Dragon Age: Origins's Discussion
  • Dragon Age: Origins's Builder Troubleshooting
  • Dragon Age: Origins's Mod Troubleshooting
  • Dragon Age: Origins's Mod Ideas
  • Valheim's Discussion
  • Dark Souls's Dark Souls
  • Dark Souls's Dark Souls 2
  • Dark Souls's Dark Souls 3
  • Dark Souls's Dark Souls Remastered
  • Mass Effect's Legendary Edition
  • Mass Effect's Original Trilogy
  • Mass Effect's Andromeda
  • Hogwarts Legacy's Discussion
  • Subnautica's Subnautica
  • Subnautica's Below Zero
  • XCOM's Discussion
  • XCOM's Mod Ideas
  • XCOM's Enemy Unknown
  • XCOM's XCOM 2
  • Jurassic World Evolution's Jurassic World Evolution 2
  • Jurassic World Evolution's Jurassic World Evolution
  • 7 Days To Die's Discussion
  • Anno 1800's Discussion
  • Assassin's Creed's Odyssey
  • Assassin's Creed's Valhalla
  • Fallout 76's Discussion
  • Fallout 76's Mod Ideas
  • Far Cry's Far Cry 3
  • Far Cry's Discussion
  • Final Fantasy's Discussion
  • Final Fantasy's VII Remake
  • Final Fantasy's XII The Zodiac Age
  • BattleTech's Discussion
  • Dying Light's Dying Light
  • Dying Light's Dying Light 2
  • Dying Light's The Beast
  • Dragon's Dogma: Dark Arisen's Discussion
  • Dragon's Dogma: Dark Arisen's Mod Ideas
  • Dragon Age: Inquisition's Discussion
  • Dragon Age: Inquisition's Mod Ideas
  • Dragon Age: Inquisition's Troubleshooting
  • No Man's Sky's Discussion
  • No Man's Sky's Mod Ideas
  • The Elder Scrolls Online's Discussion
  • State of Decay's State of Decay
  • State of Decay's State of Decay 2
  • Planet Zoo's Discussion
  • Neverwinter Nights's NWN Discussion
  • Neverwinter Nights's NWN2 Discussion
  • Neverwinter Nights's Mod Ideas
  • My Summer Car's Discussion
  • Metal Gear Solid V: The Phantom Pain's Discussion
  • MechWarrior 5: Mercenaries's Discussion
  • Kingdom Come: Deliverance's KCD1 Discussion
  • Kingdom Come: Deliverance's Modding Tools and Modders
  • Kingdom Come: Deliverance's KCD2 Discussion
  • Devil May Cry 5's Discussion
  • Star Wars Jedi's Fallen Order
  • Star Wars Jedi's Survivor
  • Star Wars: Battlefront II (2017)'s Discussion
  • Sekiro: Shadows Die Twice's Discussion
  • Pillars of Eternity's Pillars of Eternity
  • Pillars of Eternity's Pillars of Eternity 2: Deadfire
  • Palworld's Mod Ideas
  • Palworld's Discussion
  • Palworld's Unreal Engine and Modders
  • Dragon's Dogma 2's Discussion
  • Dragon's Dogma 2's Mod Ideas
  • S.T.A.L.K.E.R. 2's General Modding
  • S.T.A.L.K.E.R. 2's Troubleshooting
  • S.T.A.L.K.E.R. 2's Mod Ideas
  • Horizon Games's Horizon Zero Dawn
  • Horizon Games's Horizon Forbidden West
  • Horizon Games's Ask the Community

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 1 result

  1. I've been having a lot of trouble with a script for a "combination lock" puzzle. Perhaps I've over-complicated it, but the idea is that depending on what pipe is open, different placeable water levels are enabled/disabled. E.g. When the highest pipe is open, the higher water will be enabled and all the lower water objects will be disabled. scn EFWaterControlCheck ; call refs for doors ref RhT ; highest pipe door ref RhL ; one of two medium pipe doors ref RhR ; one of two medium pipe doors ref RhB ; lowest pipe door ref RlB ; water exit pipe door ; call refs for placeable water tiles ref L1a ref L1b ref L1c ref L1d ref L2a ref L2b ref L2c ref L2d ref L3a ref L3b ref L3c ref L3d ref L3e ref L4a ref L4b ref L4c ref L4d ref L4e begin OnActivate ; Electrical Switch Activator ; define refs set RhT to IDoorHighRoomTop set RhL to IDoorHighRoomLeft set RhR to IDoorHighRoomRight set RhB to IDoorHighRoomBottom set RlB to IDoorLowRoomBottom set L1a to EFWaterL1a set L1b to EFWaterL1b set L1c to EFWaterL1c set L1d to EFWaterL1d set L2a to EFWaterL2a set L2b to EFWaterL2b set L2c to EFWaterL2c set L2d to EFWaterL2d set L3a to EFWaterL3a set L3b to EFWaterL3b set L3c to EFWaterL3c set L3d to EFWaterL3d set L3e to EFWaterL3e set L4a to EFWaterL4a set L4b to EFWaterL4b set L4c to EFWaterL4c set L4d to EFWaterL4d set L4e to EFWaterL4e if RhT.GetOpenState == 1 ; if highest pipe is open, set water level to highest level (4) L4a.Enable L4b.Enable L4c.Enable L4d.Enable L4e.Enable L3a.Disable L3b.Disable L3c.Disable L3d.Disable L3e.Disable L2a.Disable L2b.Disable L2c.Disable L2d.Disable L1a.Disable L1b.Disable L1c.Disable L1d.Disable elseif RhT.GetOpenState == 0 && RhL.GetOpenState == 1 ; if middle pipe is open, set water level to High level (3) L4a.Disable L4b.Disable L4c.Disable L4d.Disable L4e.Disable L3a.Enable L3b.Enable L3c.Enable L3d.Enable L3e.Enable L2a.Disable L2b.Disable L2c.Disable L2d.Disable L1a.Disable L1b.Disable L1c.Disable L1d.Disable elseif RhT.GetOpenState == 0 && RhR.GetOpenState == 1 ; if alt.middle pipe is open, set water level to high L4a.Disable L4b.Disable L4c.Disable L4d.Disable L4e.Disable L3a.Enable L3b.Enable L3c.Enable L3d.Enable L3e.Enable L2a.Disable L2b.Disable L2c.Disable L2d.Disable L1a.Disable L1b.Disable L1c.Disable L1d.Disable elseif RhT.GetOpenState == 0 && RhR.GetOpenState == 0 && RhL.GetOpenState == 0 && RhB.GetOpenState == 1 ; if low pipe open, set water level to medium L4a.Disable L4b.Disable L4c.Disable L4d.Disable L4e.Disable L3a.Disable L3b.Disable L3c.Disable L3d.Disable L3e.Disable L2a.Enable L2b.Enable L2c.Enable L2d.Enable L1a.Disable L1b.Disable L1c.Disable L1d.Disable elseif RhT.GetOpenState == 0 && RhR.GetOpenState == 0 && RhL.GetOpenState==0 && RhB.GetOpenState==0 && RlB.GetOpenState==1 ; if only exit pipe open, disable all water L4a.Disable L4b.Disable L4c.Disable L4d.Disable L4e.Disable L3a.Disable L3b.Disable L3c.Disable L3d.Disable L3e.Disable L2a.Disable L2b.Disable L2c.Disable L2d.Disable L1a.Disable L1b.Disable L1c.Disable L1d.Disable elseif RhT.GetOpenState == 0 && RhR.GetOpenState == 0 && RhL.GetOpenState == 0 && RhB.GetOpenState == 0 ; if L4a.Disable L4b.Disable L4c.Disable L4d.Disable L4e.Disable L3a.Disable L3b.Disable L3c.Disable L3d.Disable L3e.Disable L2a.Disable L2b.Disable L2c.Disable L2d.Disable L1a.Enable L1b.Enable L1c.Enable L1d.Enable endif end The trouble doesn't come from the GECK not saving the script or not running it... In fact, if you take the aforementioned example and run the script when the highest pipe is open, the water level changes as it should. However, NONE of the other pipe configurations work. I've been working on this for a day now, and I've gone over the script carefully (in different fonts, even), but I have yet to solve this issue. The only potential issue I can see would have something to do with my use of the && logic operator, but I can't find anything wrong with that... Any help would be hugely appreciated. Thanks in advance. P.S. If anybody can tell me how to disable this godawful colour striping in the code block I'll fix that ASAP
×
×
  • Create New...