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Caldarin

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  1. so I'm trying to set a trigger to only go off once a certain plot flag is set... here's the script I'm trying to use #include "events_h" #include "global_objects_h" #include "utility_h" #include "wrappers_h" #include "plt_late_breakfast" void main () { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); int bEventHandled = FALSE; if(PLT_LATE_BREAKFAST, RETURN_TO_VILLAGE == TRUE) { switch (nEventType) { case EVENT_TYPE_ENTER: { object oCreature = GetEventCreator(ev); if(GetObjectActive(OBJECT_SELF) && IsPartyMember(oCreature)) { resource rCutscene = R"edwin_dies.cut"; CS_LoadCutscene(rCutscene); SetObjectActive(OBJECT_SELF, FALSE); } } break; } if (!bEventHandled) //If this event wasn't handled by this script, let the core script try { HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE); } } } when I try to compile, it gives me "No right bracket on expression" for the 1st if statement (the If(PLT etc)) unless I'm missing something, my brackets match up... why is this coming up?
  2. As the description above says, I'm trying to activate a trigger from a plot flag (so that the trigger will only operate AFTER the plot flag goes off). Any ideas how?
  3. Hey all, I'm having trouble getting enemies to spawn in after a cutscene... I assume I need some kind of scripting changes, but I'm not that familiar with the scripting in DA I've tried setting the trigger that launches the cutscene to also trigger the enemies to spawn, but thus far it hasn't done anything any help would be greatly appreciated! -Cal V
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