tamaster92 Posted March 3, 2012 Posted March 3, 2012 Sorry if this is a bit of a noob question but I desperately need help. OK, so I have a trigger set up over a map marker for my quest. A script is attached to this trigger telling the current quest stage to complete and the next to start. At the moment this doesn't happen, I enter the trigger zone and nothing happens. Here is the script as it stands SCN FiendCampStage20TriggerScript BEGIN onTriggerEnter player if getStage FiendCampQuest == 10 setStage FiendCampQuest 20 endif END
prideslayer Posted March 3, 2012 Posted March 3, 2012 Replace that block with this and you should get at least a clue to what's going on. Also note the parenthesis. if ((getStage FiendCampQuest) == 10) PrintToConsole "Stage set to 20" setStage FiendCampQuest 20 else int stage set stage to (GetStage FiendCampQuest) PrintToConsole "Stage was %.0f" stage endif
tamaster92 Posted March 3, 2012 Author Posted March 3, 2012 What about the parenthesis? I'm pretty new to scripting. I tried putting that code in the script instead of what I had and still nothing. I checked the console too but no messages. Thank you for the help by the way.
prideslayer Posted March 3, 2012 Posted March 3, 2012 If you get nothing, that means your trigger is not firing. It might not be active or it may have other conditions assigned to it.. you'll have to check it in the geck. The parenthesis are there because the order of operations in the geck language, and operator associativity, are ambiguous. When you say if getStage FiendCampQuest == 10 You're relying on that to mean if (getStage FiendCampQuest) == 10 And not if getStage (FiendCampQuest == 10) Both of those are valid in most languages, but the first one is what you want. The last one might work, or it might check that the stage is 1 or 0 -- in your case it would be checking for 0.
tamaster92 Posted March 4, 2012 Author Posted March 4, 2012 Oh I see, that should of been obvious really... Thanks for the help, when I get on the pc tomorrow I'll check the trigger and see if it needs activating
Guest Loogie Posted March 4, 2012 Posted March 4, 2012 This is in the same vein and I'm learning about the same time Tamaster is. I've just started my first foray into world-building by starting to place a chain-link fence. Are there free camera controls and clone tools I'm missing, or does the GECK want me to shoot myself in the face?
sen4mi Posted March 4, 2012 Posted March 4, 2012 This is in the same vein and I'm learning about the same time Tamaster is. I've just started my first foray into world-building by starting to place a chain-link fence. Are there free camera controls and clone tools I'm missing' date=' or does the GECK want me to shoot myself in the face? [/quote'] Does this help? http://www.youtube.com/watch?v=a5Zws2tvYR4
Guest Loogie Posted March 4, 2012 Posted March 4, 2012 Thanks, that really saves my sanity. Last time I built a worldspace was for a DOOM II level replacement pack a friend and I made in 1997.
tamaster92 Posted March 4, 2012 Author Posted March 4, 2012 Ok so I'm still having no luck at all. I've attached the plugin as it stands if anyone can take a look please? ATTACHMENT REMOVED
sen4mi Posted March 4, 2012 Posted March 4, 2012 Ok so I'm still having no luck at all. I've attached the plugin as it stands if anyone can take a look please? I think I saw this covered in another thread, but, you have dependencies on stuff that we do not have. This looks like the full list: FalloutNV.esm Sexout.esm SexoutCommonResources.esm SexoutCommonResources1.esm SexoutCommonResource2s.esm SexoutLegion.esm
tamaster92 Posted March 4, 2012 Author Posted March 4, 2012 Yep I'm gunna fix that in the morning tomorrow and try again, here's hoping it works!
tamaster92 Posted March 5, 2012 Author Posted March 5, 2012 OK first of all thank for the help concerning the SCR. However i have now got the correct ones (I think) and still the trigger fails to do ANYTHING. I have attached the new ESP and hope for some help, please?
tamaster92 Posted March 6, 2012 Author Posted March 6, 2012 Anyone? I really can't figure out whats wrong.
jaam Posted March 6, 2012 Posted March 6, 2012 Did not test in game but you have a major issue with "Westside CoOp". You modified the original cell rather than the copy. That is going to break the Westide Quest. Once that is corrected, try loading the mod in FNVedit and run "check for error"
Recommended Posts
Archived
This topic is now archived and is closed to further replies.