HeyYou Posted August 12 Share Posted August 12 If the turrets start firing, it should summon some rangers as well. Link to comment Share on other sites More sharing options...
COCayneT Posted August 14 Share Posted August 14 Native functions, events, and scripts are built into the games executable and native scripts specifically are defined by the types of objects that we find in the object window of the creationkit (Actor, FormList, Activator, etc). The source scripts expose some of the native object functionality so that we can extend those native scripts into subtypes (Scriptname myScript extends Actor - for example would be the same as copying all of the functionality of Actor and then adding our own functionality to it) For this reason, you can't define native scripts, you can only extend them. The native scripts are defined by the object types in the creation kit. Â I hope this makes some sense and answers your question. As far as running a script when you aren't in a cell, you can always make a quest script that runs on start and keeps track of everything. I know you said you got it working. Just for future reference. I haven't messed with it much, but the game does this a lot to keep track of things like your current ship, where your ships are stored, thr objects inside your ship, etc. Link to comment Share on other sites More sharing options...
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