Vagrant0 Posted March 28, 2007 Author Share Posted March 28, 2007 Alright, now I'm getting a bit concerned. The spawning system refuses to work. Basically, I'm trying to make a scripted spell activate a series of activators when the spell is used and the player is within a certain area. The activators seem to work properly, can be activated by normal means as well as by "activate player 1" in the console. But they aren't being activated by the spell. scn VG0FodderSpawnerActivatorScript short zpos short rand ref self ref actor begin onactivate set actor to getactionref set self to getself set zpos to getpos z set rand to getrandompercent if zpos >=128 if rand <= 20 self.placeatme VG0SkeletonWarrior01 elseif rand >=21 <=70 self.placeatme VG0UndeadSpawn01 elseif rand >= 71 self.placeatme VG0SkeletonArcher01 endif else if rand <= 70 self.placeatme VG0SkeletonWarrior01 elseif rand >=71 self.placeatme VG0UndeadSpawn01 endif endif end The spell uses a distance check on a marker. All the messages show up, so neither the spell settings or the distance check seem to be the problem. scn VG0SpawnerProcSpellScript ref actor short var1 short rand begin scripteffectstart set rand to getrandompercent set actor to getself Message "This works" if player.getdistance VG0RSAMarker01 <= 1500 message "You are near Marker01." if rand <=20 VG0RSP1C.activate player 1 VG0RSP2A.activate player 1 VG0RSP1F.activate player 1 elseif rand >=21 && <=65 VG0RSP1D.activate player 1 VG0RSP1A.activate player 1 VG0RSP1E.activate player 1 elseif rand >=66 VG0RSP1B.activate player 1 VG0RSP1C.activate player 1 VG0RSP1E.activate player 1 endif elseif player.getdistance VG0RSAMarker02 <= 1500 message "You are near Marker02," if rand <=30 VG0RSP2B.activate player 1 VG0RSP2C.activate player 1 elseif rand >=31 && <=80 VG0RSP2D.activate player 1 VG0RSP2A.activate player 1 elseif rand >= 81 VG0RSP2B.activate player 1 VG0RSP2A.activate player 1 VG0RSP2D.activate player 1 endif endif end I've been over the script several times already with no improvment. So I'm wondering if there's just something I'm missing somewhere, or something I havn't considdered. As this was supposed to be the easiest part of the mod, I'm starting to wonder if this mod even wants to be done. Hopefully someone will come along and point me as to what the problem is. Link to comment Share on other sites More sharing options...
Vagrant0 Posted March 31, 2007 Author Share Posted March 31, 2007 Anyone have any ideas before I decide to just drop the project? Link to comment Share on other sites More sharing options...
Abramul Posted March 31, 2007 Share Posted March 31, 2007 Could the problem be caused by using only ScriptEffectStart? I had trouble once with not all of the code in such a block executing, although I think that was caused by using MessageBox. I'd suggest trying a gutted version of the script, which would, when cast, activate all of the thingies without bothering with any condition checks. Activate player Activate Activate player, 1 Missing comma, it would seem. Link to comment Share on other sites More sharing options...
Vagrant0 Posted March 31, 2007 Author Share Posted March 31, 2007 Makes sense, except now it refuses to do anything. As I've installed franciscos and a few other mods in the meantime, that probably broke it somehow even if the mods aren't enabled... So, I guess I won't be able to do anything else till I figure that out, or do a fresh install. Thanks anyway. It's for the better really as people would want to use such mods and not have a conflict. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.