Having the creative urge to make a mod, I decided to go through with it. However, I've hit a snag.
What I want to do, is activate a terminal, in a different cell to the player, by equipping an ARMO record which is then unequipped when the pipboy is deactivated.
The good news, is that every other part of the script functions as it should; the changing of the "Activated" short and the unequipping of the item. The activation of the terminal, however? No dice.
[collapsed title=Script]Scn AAAFyTyScriptMercRecruitPipboyPlugin01
short Activated
Begin OnEquip
set Activated to 1
end
Begin Menumode
if Activated == 1
PlayerREF.UnEquipItem AAAFyTyMercOVisionVTPPluginARMO 0 1
set Activated to 0
AAAFyTyMercOVisionTerminal01Ref.activate PlayerREF
return
endif
end[/collapsed]
I've tried making the terminal reference persistent, which had no effect.
So jah. Any ideas?