OverlordManny Posted March 1, 2015 Share Posted March 1, 2015 (edited) I'm having difficulties with RegisterForCrosshairRef(), perhaps I'm using it wrong. I'm trying to put a script on a weapon that when equipped will return my target's ref. I want to do this to eventually check the target's relationship to the player. I haven't gotten all of that written because I can't even get the ref to return. Here is what I have. Is it that fact that I have it attached to a weapon that is the problem? If so, how would I then accomplish my goal? Scriptname DKMDyingBreath extends ObjectReference Event OnEquipped(Actor akActor) If akActor == Game.GetPlayer() RegisterForCrosshairRef() Debug.Notification("I was equipped") EndIf EndEvent Event OnCrosshairRefChange(ObjectReference ref) If ref Debug.Notification("Crosshair had " + ref + " targeted.") EndIf EndEvent Event OnUnEquipped(Actor akActor) If akActor == Game.GetPlayer() UnregisterForCrosshairRef() Debug.Notification("I was unequipped") EndIf EndEvent Edited March 1, 2015 by OverlordManny Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted March 2, 2015 Share Posted March 2, 2015 (edited) As a guess why it fails, the weapon is not a persistent reference so the OnCrosshairRefChange() isn't being called once the weapon is equipped.This is only an assumption on my behalf and I haven't tested it , nor have I used the RegisterForCrosshairRef() functions yet.Quote about OnEquipped from http://www.creationkit.com/OnEquipped_-_ObjectReference: Notes When an object is equipped it is inside a container, which means that you cannot call Member Functions on it. (Unless it is a persistent reference) Ways around it could be create the weapon as a persistent item in the game, eg: place the weapon in the game world in CK.OrUse PlacAtMe with the abForcePersist bool set to True.OrInstead of attaching the script to your weapon, attach a script to the actor/player and use OnObjectEquipped and OnObjectUnequipped and check that the weapon un/equipped is your weapon when those events fire. Edited March 2, 2015 by sLoPpYdOtBiGhOlE Link to comment Share on other sites More sharing options...
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