AndyTheSaurus Posted September 10 Share Posted September 10 (edited) I am trying to activate topic entries by talking to various NPC's. The standard function for this is GetTalkedToPC(). However all I ever get is Function Not Know replies. Coulsd some one tell me why this code is a total compiler failure ???/ I suspect that it has something to do with the Alias declaration. (which compiles and fills) ; Alias Property AlexDargon Auto ; points to actor reference in game ; ; theActor = AlexDargon.GetActorReference() ; FAILS ; if ( theActor != null ; ; if ( theActor.GetTalkedToPC() == 1 ) ; FAILS ; if ( Fallout3DocHoffAndFriendsQuest.GetStageDone(10) == true ) ; if ( Fallout3DocHoffAndFriendsQuest.GetStageDone(100) == false ) ; Fallout3DocHoffAndFriendsQuest.SetStage(100) ; endif ; endif ; endif ; endif Edited September 10 by AndyTheSaurus ammendment Link to comment Share on other sites More sharing options...
RaidersClamoring Posted September 11 Share Posted September 11 First off, the keyword corresponding to "null" in Papyrus is "None" and it looks like you didn't close that parenthesis. You can only assign values for primitive types at script level, all other types such as arrays and refs must be assign either automatically from CK, if they are properties, both local variables and properties can be assigned in functions and events, customarily in the OnInit event. It looks like you are placing all logic at script-level, which isn't possible, it has to happen in a function or event scope, but maybe you are leaving those declarations out to just show the logic? The problem is either the None part or both things. Also you could place all the checks in one if statement but that's mostly down to taste. You should consider setting up a scripting environment in Visual Studio Code with the Papyrus extension so you will get clear indications and meaningful messages in real time as you type your code. It will save hours of guess work when something is wrong. Link to comment Share on other sites More sharing options...
AndyTheSaurus Posted September 11 Author Share Posted September 11 (edited) Thanks. The code is an ammended abstract of what I used so will contain errors. I'll look at it again, but I suspect that this is all way above my understanding. I've no experience in coding object oriented stuff like C++ so .... In fact, is this what the SCENES quest tab is all about?? Edited September 11 by AndyTheSaurus Link to comment Share on other sites More sharing options...
AndyTheSaurus Posted September 12 Author Share Posted September 12 (edited) I've done a bit of investigating and there is a fundimental problem. It appears that GetTalkedToPC() is not a "rue function". It appears to be a construct of the Creation Kit when setting up Package conditions; it does not appear to be supported by NPC is or their References. Edited September 12 by AndyTheSaurus Link to comment Share on other sites More sharing options...
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