GodofWolves Posted March 24, 2015 Share Posted March 24, 2015 (edited) I just realized I typed work, instead of working in the title despite the fact I in my head I though I type the full word. stuff like that happen fairly often for me if I don't proof read what I write or type Anyway I am try to make script that makes objects not owned when the an actor dies and so far I have not succeeded. The script self is structurally sound according to geck powerup since it lets me save the script but its is not doing anything in game. It a quest script already attached to a quest that starts whit start game enabled check and script processing delay on default. I happen not have a great understating of the fundamental of programming. until yesterday I had no clue what elseif did. I am probability missing something important I but lack the knowledge to know what I would need to do.I have tried not using a short and that does not work either. The && is between the variable and getdead since the short to only run once the actor dies seems logical?I will be trying the out the idea of the short variable and getdead being on separate lines. scn OwnershipKILLTEST short JeannieMayWitch Begin GameMode if JeannieMayWitch && JeannieMayCrawford.GetDead SetCellOwnership NovacJeannieMayHouse set JeannieMayWitch to 1 endif end If I could get it working it greatly help my mod Edited March 24, 2015 by GodofWolves Link to comment Share on other sites More sharing options...
Fallout2AM Posted March 24, 2015 Share Posted March 24, 2015 (edited) if JeannieMayWitch && JeannieMayCrawford.GetDead Maybe you mean this? if (JeannieMayWitch == 0) && JeannieMayCrawford.GetDeadIf you don't set that JeannieMayWitch to 1 in some other script, that block will never run Edited March 24, 2015 by Fallout2AM Link to comment Share on other sites More sharing options...
GodofWolves Posted March 24, 2015 Author Share Posted March 24, 2015 (edited) scn OwnershipKILLTEST short JeannieMayWitch ;variable Begin GameMode if JeannieMayWitch elseif JeannieMayCrawford.GetDead SetCellOwnership NovacJeannieMayHouse set JeannieMayWitch to 1 endif end I tried out my idea of separating it into two lines and it still did not work. Now I am currently out of ideas. Edited March 24, 2015 by GodofWolves Link to comment Share on other sites More sharing options...
GodofWolves Posted March 24, 2015 Author Share Posted March 24, 2015 I replacedif JeannieMayWitch && JeannieMayCrawford.GetDead with if (JeannieMayWitch == 0) && JeannieMayCrawford.GetDead and it still did not work. Link to comment Share on other sites More sharing options...
claustromaniac Posted March 24, 2015 Share Posted March 24, 2015 Hey GodOfWolves,If I remember correctly I tried to help you with this recently. I haven't played around with ownership myself but if that script doesn't work you probably need to clear the ownership of all the individual references inside the houses. It would be nice if someone more experienced in using these functions could come and clarify this.If my guess is right, you need to call ClearOwnership on the references like this: scn OwnershipKILLTEST int JeannieMayWitch ;variable Begin GameMode if JeannieMayWitch == 0 && JeannieMayCrawford.GetDead SetCellOwnership NovacJeannieMayHouse Apple1.ClearOwnership Beer1.ClearOwnership Etc1.ClearOwnership Etc2.ClearOwnership set JeannieMayWitch to 1 endif end Probably not an optimal solution, because you have to manually set the ownership of every single reference, which can be a real pain. Besides, mods can add their own references to cells. However, if you wanted something more advanced it would require more advanced scripting and there would be many ways to make this more dynamic (I know some ways myself).As I said earlier, it would be nice if someone with more experience in using these functions could clarify this. Guessing is not cool. Link to comment Share on other sites More sharing options...
GodofWolves Posted March 24, 2015 Author Share Posted March 24, 2015 (edited) that seems pretty time consuming. well I will test out that solution to see if it works. maybe I could use an individual fromlist for each cell? I don't know exactly how advanced that would be; It is just an idea. Edited March 24, 2015 by GodofWolves Link to comment Share on other sites More sharing options...
claustromaniac Posted March 24, 2015 Share Posted March 24, 2015 that seems pretty time consuming. well I will test out that solution to see if it works. maybe I could use an individual fromlist for each cell? I don't know exactly how advanced that would be; It is just an idea. Yes, certainly. That's one of the many ways to make this more dynamic. Let me know how the testing goes. Link to comment Share on other sites More sharing options...
Fallout2AM Posted March 24, 2015 Share Posted March 24, 2015 that seems pretty time consuming. well I will test out that solution to see if it works. maybe I could use an individual fromlist for each cell? I don't know exactly how advanced that would be; It is just an idea. Often you can find more than a single approach to solve a problem. You probably could even think to make a single script for all the cells.However, some basics of scripting would be essential. There's a lot of nice sites around, like this , which are pretty much updated and explain very well. Link to comment Share on other sites More sharing options...
GodofWolves Posted March 24, 2015 Author Share Posted March 24, 2015 (edited) according to geck power upwhen I put something like sugarbombs1.ClearOwnership, or one for the bed, or a container in the room I getsyntax error (only objects and referenced variables are allowed in this context) and thus it the script can not be saved. I guess I may need to add some more variable things on top of the script. I only understood how to kinda use short just a few days ago. I am at the point where I am a bit confused. well I am going dabble a bit in using form lists and see how that works out and mess around with stuff unless has any better suggestions on how to achieve this Edited March 24, 2015 by GodofWolves Link to comment Share on other sites More sharing options...
Fallout2AM Posted March 24, 2015 Share Posted March 24, 2015 You probably are using an Object ID and not a specific ref Link to comment Share on other sites More sharing options...
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