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Editing quest fragments


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I'm experimenting with an edit to the bittercup creation.

To start I'm testing if I can stop all the activators on the altar from disabling in this quest fragment:

 

;BEGIN FRAGMENT Fragment_4
Function Fragment_4()
;BEGIN CODE
Alias_AltarFORTUNE.TryToDisableNoWait()
Alias_AltarPOWER.TryToDisableNoWait()
Alias_AltarNOTHING.TryToDisableNoWait()
game.GetPlayer().DamageAV("Health", 0.900000)
utility.Wait(2 as Float)
SetObjectiveCompleted(5)
SetObjectiveDisplayed(30)
actor PlayerREF = game.GetPlayer()
actor bDanica = Alias_DanicaBackup.GetActorRef()
if Alias_Danica.GetActorRef().IsDead() || T03.GetStage() < 20
bDanica.EnableNoWait()
Alias_Danica.ForceRefTo(bDanica as objectreference)
objectreference myNoteB = PlayerREF.PlaceAtMe(ccKRTSSE001_QuestNote08b as form, 1, false, false)
Alias_DanicaNote.ForceRefTo(myNoteB)
WiCourier.AddItemToContainer(myNoteB as form, 1)
else
objectreference myNoteA = PlayerREF.PlaceAtMe(ccKRTSSE001_QuestNote08 as form, 1, false, false)
Alias_DanicaNote.ForceRefTo(myNoteA)
WiCourier.AddItemToContainer(myNoteA as form, 1)
endIf
actor Rulnik = Alias_Rulnik.GetActorRef()
Rulnik.EnableNoWait()
Rulnik.EvaluatePackage()
Rulnik.SetGhost(true)
Rulnik.BlockActivation(true)
;END CODE
EndFunction
;END FRAGMENT

by removing the top 3 TryToDisableNoWait lines, but even though the compile button in the quest dialogue reports no errors, the edit dialogue shows a successful compile and the script can be saved, when I click ok on the quest dialogue I get an error about the script failing validation, but the backup created gives no clue as to how the validation failed.

This is all being done in the CK, no external editor is being used.

how do I find out how a script is failing validation?

 

diziet

 

edit: are comments allowed in quest fragments?  At first I tried commenting out lines and got the failure message, so I assumed that commenting was the issue, but now I don't know.

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