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Trying to Get a Talking Activator to use the Say Function

say modding companion trouble shooting skyrim

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#1
SirBeastling

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I am trying to get a talking activator to teleport to the player and say a line of dialogue as if he is from inside the player's head, and then teleport back to a holding cell. I am trying to do this with the use of the say function, however, when I try to compile the script, it says that say is not a function or does not exist. I am not sure what I am doing wrong, as I have tried to do the same thing with an actor where it compiles easily.

 

Here is my script.

 

Scriptname SirBeastXMBowlingQuestScript extends Quest  
 
 
;-----Properties
TalkingActivator Property XhiivAct  Auto  
 
Topic Property CallOutTopic  Auto  
 
Actor Property Player  Auto  
 
ReferenceAlias Property ReturnMarker  Auto  
 
ActorBase Property Xhiiv  Auto  
 
 
;-----Functions
Function PlayCallOutScene()
XhiivAct.Say(CallOutTopic, Xhiiv, True)
EndFunction
 
 
Any help would be very appreciated.


#2
Reneer

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Say runs on Objectreferences, so you need to call it on the talking activator's in-world object reference.



#3
SirBeastling

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Would I use a quest reference alias to do that? I have tried that before with the same problem.



#4
SirBeastling

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I have found where the object reference option is in the properties list. Thank you for your help.

Now I am having a problem with the IsTalking function saying that it is not a function.

 

My code is below:

 

Scriptname SirBeastXMBowlingQuestScript extends Quest  
 
 
;-----Properties
Topic Property CallOutTopic  Auto  
 
Actor Property Player  Auto  
 
ReferenceAlias Property ReturnMarker  Auto  
 
ObjectReference Property XhiivRef  Auto  
 
Actor Property Xhiiv  Auto  
 
;-----Functions
Function PlayCallOutScene()
XhiivRef.MoveTo(Player)
XhiivRef.Say(CallOutTopic, Xhiiv, True)
While Xhiiv.IsTalking()
utility.wait(1)
endWhile
endFunction






Also tagged with one or more of these keywords: say, modding, companion, trouble, shooting, skyrim

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