Lots of googling around yielded me no answers. I've got a quest script running, but it isn't responding to any key events. Do key events even work in quest scripts? Is there something else I need to do inside the Creation Kit to make it work? I'm not getting any compiler errors, so I'm really confused about this. Here is my code. The OnInit and OnUpdate events work, but the OnKeyDown event does nothing.
Scriptname FALC_CheckpointQuestScript extends Quest
Import Input
float Property xPos auto hidden
float Property yPos auto hidden
float Property zPos auto hidden
Cell Property checkpointCell auto hidden
Event OnInit()
Debug.Notification("BONFIRE LIT")
SaveCheckpoint()
RegisterForSingleUpdate(10)
endEvent
Event OnUpdate()
Debug.Notification("YOU DIED")
LoadCheckpoint()
endEvent
Event OnKeyDown(int keycode)
;Save checkpoint when 'N' key is pressed
if (keycode == 49)
Debug.Notification("BONFIRE LIT")
SaveCheckpoint()
endIf
;Load checkpoint when whatever the next key is is pressed
if (keycode == 50)
Debug.Notification("YOU DIED")
LoadCheckpoint()
endIf
endEvent
Function SaveCheckpoint()
;Remember the current position and cell
Actor akPlayer = Game.GetPlayer()
xPos = akPlayer.GetPositionX()
yPos = akPlayer.GetPositionY()
zPos = akPlayer.GetPositionZ()
checkpointCell = akPlayer.GetParentCell()
endFunction
Function LoadCheckpoint()
;Return to the saved checkpoint
Actor akPlayer = Game.GetPlayer()
;TODO: Change cells
;Change position
akPlayer.SetPosition(xPos, yPos, zPos)
;TODO: Resurrect all dead actors
endFunction