Also here is the script i used (strait from a tutorial i found except with the names changed)
Screens to my toolset
http://i200.photobuc...9/Untitled2.jpg,
http://i200.photobuc...9/Untitled1.jpg
// ---- SCRIPT STARTS HERE ----
// Later on in this script, we will use the UT_AddItemToInventory()
// function to add an item to the player's inventory.
// But before we could use it, we have to tell the toolset where
// to look for it. The function is in the "utility_h" script file
// under _Core Includes, we will include this file at the top of
// our script file, above the main function.
#include "utility_h"
#include "plt_light_warden_plot"
void main()
{
// If our plot flag is set to TRUE, that means we have already
// given the items to the player, there is no need to continue
// running this script.
if ( WR_GetPlotFlag( PLT_light_warden_plot, LIGHT_WARDEN_CHECK_FLAG ) == TRUE )
return;
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
// We will watch for every event type and if the one we need
// appears we will handle it as a special case. We will ignore the rest
// of the events
switch ( nEventType )
{
// This event happenes every time the module loads
// This usually happenes when creating a new game
// or loading a savegame
case EVENT_TYPE_MODULE_LOAD:
{
// The UT_AddItemToInventory function adds various resources to a
// creature's inventory. Here we add one weapon and one shield.
UT_AddItemToInventory(R"light_warden.uti", 1);
// Set our plot flag to TRUE, so the next time this script tries
// to run it will not add extra items to the player's inventory
WR_SetPlotFlag( PLT_light_warden_plot, LIGHT_WARDEN_CHECK_FLAG, TRUE );
// We have dealt with the event we were waiting for.
// At this point we can stop looking for other events
break;
}
default:
break;
}
}
// ---- SCRIPT ENDS HERE ----