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Unequipped object


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#1 Shinook

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Posted 01 July 2005 - 09:09 AM

I've just looked at IESDP, but I didn't see the action to remove an equipped object and make it in the inventory. There is just "EquipItem"...

#2 Shed

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Posted 01 July 2005 - 09:14 AM

I don't think this is possible by one action.. You could try destroying the item with DestroyItem() and recreating it with GiveItemCreate :)?

#3 Shinook

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Posted 01 July 2005 - 09:23 AM

Ok :), but if I want to remove from a slot ( helm for example ), and not a specific object ?

#4 igi

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Posted 01 July 2005 - 12:04 PM

You could try destroying the item with DestroyItem() and recreating it with GiveItemCreate ?



DropItem and PickupItem is the more traditional approach, but that would work.

Ok smile.gif, but if I want to remove from a slot ( helm for example ), and not a specific object ?


From a weidu install:
DisplayStringHead(Protagonist,~Please remove your helmet, and place it in the inventory. This message is brought to you by the hard-coding of the Infinity Engine.~)
Probably.


You could try and work around this by having a creature TakeItem() for each possible helmet, and then checking which items the creature has, and then giving those items to the party. Hacky though.

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#5 Lord-Jyssev

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Posted 01 July 2005 - 01:03 PM

what about modded helmets???

#6 igi

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Posted 02 July 2005 - 02:28 AM

As long as you take the almost standard weidu installation text of "you can install weidu mods in any order - but please install mod x last" then you should (with application of ninja tp2 skills) be able to get the filename of all helmets (either stock, or modded) and create a script around them :)

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#7 -avenger_work-

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Posted 07 July 2005 - 03:38 AM

This is just fantasy, but you could try adding the following line to your actions.ids file

9 DropItemSlot(P:point*, I:SLOT*SLOTS)

Then use DropItemSlot([-1.-1], SLOT_HELM) in your script.


Well, I assume a lot of hidden functionality, but, it could work!
It works with UseItem, afterall.