dizietemblesssma Posted June 8, 2022 Share Posted June 8, 2022 I have a quest set to be a killactorevent triggered, it has a quest fragment and a script attached, here is the fragment: debug.messagebox("kmyQuest.show_murders = "+kmyQuest.show_murders) If kmyQuest.show_murders == True Int CrimeStatus = kmyQuest.Crimestatus If CrimeStatus == 1 || Crimestatus == 0 If kmyQuest.use_box == 1 debug.messagebox("You or a follower murdered "+alias_victim.GetReference().GetDisplayName()+", no bounty was incurred") Else debug.notification("You or a follower murdered "+alias_victim.GetReference().GetDisplayName()+", no bounty was incurred") EndIf EndIf If CrimeStatus == 2 If kmyQuest.use_box == 1 debug.messagebox("You or a follower murdered "+alias_victim.GetReference().GetDisplayName()+", a bounty was incurred") Else debug.notification("You or a follower murdered "+alias_victim.GetReference().GetDisplayName()+", a bounty was incurred") EndIf EndIf EndIf stop() and here is the script attached to the quest: Scriptname dz_crime_murder_notify_script extends Quest Actor Property PlayerRef Auto Int Property CrimeStatus Auto ReferenceAlias Property Victim Auto Bool Property show_murders Auto Bool Property use_box AutoEvent OnStoryKillActor(ObjectReference akVictim, ObjectReference akKiller, Location akLocation, Int aiCrimeStatus, Int aiRelationshipRank) CrimeStatus = aiCrimeStatus debug.trace("DCL: show_murders bool = "+show_murders) debug.trace("DCL: use_box bool = "+use_box) If akLocation debug.trace("DCL: "+akVictim.GetDisplayName()+" was killed at "+(akLocation As Form).GetName()+" by "+akKiller.GetDisplayName()+", murder status was "+aiCrimeStatus) Else debug.trace("DCL: "+akVictim.GetDisplayName()+" was killed at an unknown location by "+akKiller.GetDisplayName()+", murder status was "+aiCrimeStatus) EndIf debug.trace("DCL: murder location is "+akLocation) EndEvent ;;; ;/ akVictim: The ObjectReference that was killed. akKiller: The ObjectReference that killed the victim. akLocation: The Location where the crime occurred. aiCrimeStatus: Has the crime been reported? 0 = No crime Faction for target; 1 = Crime was not reported; 2 = Crime was reported. aiRelationshipRank: The relationship between the killer and victim before the crime occurred. Will be one of the following: 4: Lover 3: Ally 2: Confidant 1: Friend 0: Acquaintance -1: Rival -2: Foe -3: Enemy -4: Archnemesis /; according to another MCM quest script that I have I am able to sucessfully change the values of 'show_murders' and 'use_box' properties in the above script, but in game testing it clearly isn't the case, perhaps because in xedit those two properties are missing.:) So a) should those properties show up in xedit?b) can a second - MCM - script access properties on another quest script, if that script only runs on a story manager event? diziet Link to comment Share on other sites More sharing options...
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