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Old 05-03-2012, 08:35 PM   #189
Fallen Guardian
@Fallen Guardian
Wandering the Galaxy...
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Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,294
Current Game: XCOM 2
Veteran Modder  Helpful! 
Originally Posted by Hassat Hunter View Post
Don't have ; after the if (after all, it's no end).

Also pretty sure JC's posts tells to use GetBaseItemType(BASE_ITEM_BLASTER_PISTOL), not GetBaseItemType(12), though not sure on that one...
Originally Posted by JCarter426 View Post
Either one works.
int StartingConditional() {
object oWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON, GetPartyLeader());

if ( GetBaseItemType(oWeap) == 12 ) {
        return TRUE;
return FALSE;
That should do it.
Thanks both of you.

EDIT: I've made conditional script for all weapons in the game, I'll test them out and report back whether it works.

The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

Current Work in Progress: Dantooine Tension

Released Works
Blaster Pistol Enhancement
Dustil Restoration
Ebon Hawk Texture Enhancement
Gaffi Stick Improvement
Weapon Model Overhaul Texture Rework (Thanks to Toasty Fresh!)
Sunry Murder Recording Enhancement
VP's Hi Poly Tin Cans - KotOR 1 Version

Last edited by Fallen Guardian; 05-03-2012 at 11:33 PM.
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