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Help with enabling Xmarker at Quest Stage.


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Place the xMarker and NPCs in the render window. Link the NPCs to the xMarker so that they will enable when the xMarker gets enabled.

On the quest stage, if there is no existing script fragment code, enter a semi-colon and save / compile / build the script fragment (not sure of the CK's wording at the moment). Close the quest record and reopen it. Go to the stage script fragment, open the properties window and add an ObjectReference property for the xMarker and assign the xMarker to the property.  Then go back to the stage fragment and enter the variable name given to the xMarker property followed by Enable().

Example:

xMarker property is named myXmarker.  The stage fragment code box would contain: myXmarker.Enable()

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