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Scripting help needed


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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?

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