Guest Posted August 1, 2013 Posted August 1, 2013 I was thinking "forever", but I'm having a weird issue and this made me wonder. After three days, since I wasn't finding why everything wasn't working as I wanted, I figured how to make a simple item to check my variables ingame. http://www.mediafire.com/view/ugqp8ms93akg9q2/5(2).jpg# In this case, the one I care is the first one, Gogogo. It is a int and it has only two values, 0 and 1. Initially is 0, it is setted to 1 by a NPC, allowing me to set some consequences. http://www.mediafire.com/view/bc1w080kj0juj11/dialogueresult.jpg# Then, I have a trigger just outside her home, setting that variable back to zero. This is what should happen, the variables named in this script should be refreshed every time I pass through the trigger. http://www.mediafire.com/view/zb7asaloeynzsja/trigger.jpg# There are 3 triggers, in the picture, just because it was an attempt: I tried to place three to check if it was changing if I was passing through another trigger. Now this is what happens: the first time I pass through the trigger, it works (even if Gogogo doesn't change, because it starts as 0, I can see that from other variables). Then inside, speaking with the npc, it changes to 1. Then outside, passing again through the trigger, it changes to zero. Then again, inside after the dialogue it changes to 1. Then outside, passing again through the trigger, it stops changing. And I really can't figure why. So it's like if my trigger works 2 times. I repeated it many times, trying to wait more time before changing cell, inside the trigger itself, etc. just because I really can't see the problem with my eyes. I also created a whole new game (just to avoid using a previous savegame), but it always acts in this way, it works twice. Does someone know the reason why this happens? I'm having weird issues like this one, I can't figure if it's because I'm doing big mistakes repetitely through many days, or because there are really deeper issues on my esp... so if someone notices something weird in the picture I posted (the script), could please let me know? I thanks everyone, I wish you a wonderful day. PS I previously posted in another thread, it was a mistake sorry.
DoctaSax Posted August 2, 2013 Posted August 2, 2013 What exactly is aaPinkyAptSet? The activator? And if so, the base form or the reference?
Guest Posted August 2, 2013 Posted August 2, 2013 What exactly is aaPinkyAptSet? The activator? And if so, the base form or the reference? Sorry DoctaSex I didn't explained very well. aaPinkyAptSet is a fake empty quest, with an attached script. This script has only declared variables inside. I always refer to that when I want to place some "global" variables, some variables that I can change or check across different scripts, referring to the form aaPinkyAptSet.nameofmyvariable. It's very rare I declare a variable inside a script, because they usually need to have relationships outside that script, so I usually only declare "doonce" variables inside scripts, or simple floats for timers. I show you a picture of my fake quest and the script with the declared variables: http://www.mediafire.com/view/0tdouqc0n7xyj9t/aapinkyaptset.jpg Instead, the activator is a trigger, a primitive, a zone trigger, I don't know how to call it. And it works only 2 times, the third it stops working. Everytime it works (everytime I pass through the trigger zone), it should refresh the variables values inside. It is the one I show in the third picture of the first post, with its script attached at the left of the render window. As you can see it changes variables' values, always using the fake quest name in the generic aaPinkyAptSet.nameofvariable. When I started two months ago, I've read about that "trick" of doing a script with only declared variables, I found it's very pretty and easy to keep track to things with it, I find the clues you all have put in the 101 thread are very useful! And well now I have something like 40-50 variables declared and used in that way, but this is the first time that the whole thing isn't working as supposed to... or better, it works 2 times, the third it stops working. I'm checking and rechecking it many times because I'm trying to do a bomb proof little mod, I'm following a very good advice that someone wrote somewhere around here (maybe Astymma): try your mod, or debug your mod, I don't remember exactly the words but well is what I'm trying to do, checking if it always works or it breaks, or one day when I'll release it, I won't be good on solving people's problems...
DoctaSax Posted August 2, 2013 Posted August 2, 2013 ah, ok you speak of going inside & outside so I assume there's a door there in between 2 different cells; maybe there is a chance that there's some interference between the trigger box detecting triggering, and the door's teleport marker putting the player right inside the box. The trigger may also be a bit thin, which sometimes can cause them not to register the triggering. I'd say: try & tweak the size & place of your trigger a bit.
Guest Posted August 2, 2013 Posted August 2, 2013 Thank you very much for your answer DoctaSax. Yes the interior of the house is in another cell. I just made the outside primitive bigger, and moved in another place, just more far away from the house, to be sure there weren't collision issues, just to check it. Same, it worked twice. I think my attached script stops working, but for other "external" issues (not tied to something written in the script itself). Is it possible? you saw the script (the third image of the first post), it seems correct to my eyes, could it be that something else (some other thing in some other place) breaks its execution? and I don't mean those variables are changed at the same time from another script, maybe a timed one, etc. I really mean if some other mistake in the esp, tied to completely other things/references/variables/scripts, could in some ways break it. Have you ever heard something like that? something like the object A has a issue, and then the problem was in object B in completely another place with other scripts and variables, but GECK was playing you tricks like this to make you notice there's an error? Sorry if the question seems stupid but I really don't know what to think... I'm too "young" to figure why sometimes 1+1 isn't 2, I lack knowledge and experience... I could try a workaround (replacing the door with an activator with the same mesh, that changes all the variables I need, then moves me inside the cell with a moveto to a heading mark I place inside, don't know if it's possible, it's just the first thing I'm thinking), but I really like to understand deeply a problem and finding a solution, it teaches me a lot.
DoctaSax Posted August 2, 2013 Posted August 2, 2013 Hm, well, there is a bit in your script there that's using %%, I think you probably meant to use && or || ?
Guest Posted August 2, 2013 Posted August 2, 2013 Hm, well, there is a bit in your script there that's using %%, I think you probably meant to use && or || ? OH MY... I'm sure you know this feeling, when you've lost something, you spend a long time to look for it, then a friend arrives and simply tells you "is this thing what you were looking for? this thing just in front of your nose?" I'm going to correct it and I'm SURE it was the cause breaking the script... *be back in few minutes*
Guest Posted August 2, 2013 Posted August 2, 2013 And here's my answer: http://www.mediafire.com/view/obfhvpvndaujfh6/thankyou.jpg# ... You saved my day!
DoctaSax Posted August 2, 2013 Posted August 2, 2013 Haha, well, you're welcome - sometimes you just need a pair of fresh eyes on something
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