ObLars Posted November 17, 2010 Share Posted November 17, 2010 I need a working script, i'v been nossing with this for hours.. Cipscis script validator says its fine, but it still wont save.. It looked something like this; Scn aasScript Begin GameMode actor.AddItem OutfitMerc01 1 ;Add a known armor to the actor actor.EquipItem OutfitMerc01 ;Equip the armor we added End Im starting to belive using "actor" as a reference dont work? I want to attach the script to the end result script of a Dialogue, adding OutfitMerc01 to all whom i say the line to. So calling a persistent ref wont do :/ Link to comment Share on other sites More sharing options...
Aragron Posted November 18, 2010 Share Posted November 18, 2010 I did not messed much with dialogs to know if this will work,but you can try using this: Scn aasScriptref meBegin GameModeset me to getself ;getself returns the valid ref,generally used attached to an object/creature,not dialogue...me.AddItem OutfitMerc01 1 ;Add a known armor to the actorme.EquipItem OutfitMerc01 ;Equip the armor we added End With "Dialogues",this is pretty much all the help i can give ... Good Luck. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 18, 2010 Share Posted November 18, 2010 Yes, you have to have a ref with the refID 'actor' in order for your script to compile. Link to comment Share on other sites More sharing options...
Jasmiyne Posted February 19, 2011 Share Posted February 19, 2011 Yeah. If it's an npc, drop the npc in some cell in GECK. Now, go to that NPC and click it. This should bring-up a box. Top window will be blank, the one below it will have the NPC's name. What ever you name the NPC in the top box will be what you use for your ref. So: An npc named JoeRef, you would say JoeRef.additem Killbots 5000 Link to comment Share on other sites More sharing options...
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