Relevant Halo Posted May 22, 2016 Posted May 22, 2016 I am trying to create something similar to "breakundies" (that applies only to specific actors) Here is what I have so far. 1. ScriptA extends activemagiceffect. During an onhit event, get the armor in the body slot. 2. Script B is attached to the armor and has a property for a "wear and tear" version of the armor, stored as an armor property (set via the creation kit) 3. Script A needs to somehow find the script attached the armor and access the "wear and tear" armor property from Script B and equip that armor on the actor. The last part is where I'm having problems, how do I access another property from another script if the property is set via the creation kit? I followed the tutorial linked below but can only find information on how to access properties that are hard coded or set via script. Another issue is that all of this is being done via magiceffects (I don't really understand quests that well). Script A extends activemagiceffect. Yet, when I set the properties in the creationkit window for scriptB, scriptA asks me to locate a reference. I'm really confused. http://www.creationkit.com/index.php?title=Variables_and_Properties#Getting_Properties_From_Any_Other_Script
bahow Posted May 22, 2016 Posted May 22, 2016 I have only accessed scripts that are attached to a Quest before. So I'm not sure when it comes to other object scripts. You can try this; I assume you're trying to make the actor, who is subject to the magic effect, to wear the armor property on ScriptB. Open up ScriptA, under OnHit event; myActor.EquipItem(((yourArmor as Form) as ScriptB).newArmor) myActor is your Actor reference you want to redress yourArmor is the Armor reference ScriptB is attached to newArmor is the Armor reference you want your actor to equip
Recommended Posts
Archived
This topic is now archived and is closed to further replies.