Bromm83 Posted June 12, 2013 Posted June 12, 2013 Hello everyone! I am used to script for Fallout New Vegas and have encountered a problem.. In FNV I could make a quest script where I put up some variables like: short FuckedMark1 ; 0 for haven't done yet, and 1 for completed. short FuckedMark2 ; 0 for haven't done yet, and 1 for completed. Then in dialogue at End Script I could write: set MyQuest.FuckedMark1 to 1 That would change the default number (0) of my first script to 1, wich I then could check with conditions in dialogues. This made scripting dialogues for FNV quite easy since you could just use some conditions for when to use a certain line. How do I do something similar in CK for Skyrim? I have tried: Scriptname SexLabSolutionsScript extends Quest Conditional ;Caught Red Handed Variables Bool Property pMark01 Auto Conditional Bool Property pMark02 Auto Conditional And then in a fragment of a dialogue I have set the property (SexLabSolutionsScript as SexSol) and chosen SexLabSolutions. Then I wrote in the script fragment something like: SexSol.pMark01(true) I get an error telling me pMark01 is not a function. Can I only change functions? Is there a better way to do this?
WaxenFigure Posted June 17, 2013 Posted June 17, 2013 SexSol.pMark01 = true It's a variable not a function so set it like a variable.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.