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I got the whole thing working out. For future reference for anyone looking to accomplish something similar, here is what I did to blame the player of a killing, without making it a crime. I set up a quest script with variables "prevCrimeGold" and "Run". When the player is undetected, I set prevCrimeGold to the player's current crime gold, make the kill, then set run to 1. The quest script then runs, and sets the players crime gold to their previous crime gold three times. I ran it three times because running it once sometimes missed the timing of the game's crime detection script, and the 1000 murder bounty would be added after the quest script ran. This solution is not perfect, I could see problems arising if you force feed then go on a crime spree in the six seconds of the crimeWatch script's runtime, but it works well enough so far. The force feed script looks like: And the crime watch script looks like: So there's that. Original Post: