BeFtRoN Posted December 6, 2010 Share Posted December 6, 2010 I'm trying to convert one of my fo3 mods to nv, but the scripting must be different... or i've forgotten how to do things trying to start a script... well, look: scn AABEFPistolEffectScript REF Target BEGIN ScriptEffectStart If GetDead == 0 Set Target to GetSelf Target.StopCombat Player Player.StopCombatAlarmOnActor Target.ClearActorsFactionsPlayerEnemyFlag endif END BEGIN ScriptEffectFinish... blah blah blah anyway, when i try to compile, it tells me that "target" is an invalid reference.. why? it worked on fallout 3 Link to comment Share on other sites More sharing options...
FutureVisions Posted December 6, 2010 Share Posted December 6, 2010 (edited) I'm guessing it's because "target" is already used as a reference value by the game.For example dialogue options can run conditions on "subject", "target", "reference", etc ie, I got the same error when I tried to set a "short SetStage" variable on a script. Edited December 6, 2010 by FutureVisions Link to comment Share on other sites More sharing options...
BeFtRoN Posted December 6, 2010 Author Share Posted December 6, 2010 crap. that's what i'd feared. this mod eludes me. Link to comment Share on other sites More sharing options...
Nekhanimal Posted December 6, 2010 Share Posted December 6, 2010 This is why it's a good idea to get into the habit of prefixing your variables: Ref rTargetint bIsLoadedint iNumberOfKillsfloat fTargetPositionX Link to comment Share on other sites More sharing options...
BeFtRoN Posted December 6, 2010 Author Share Posted December 6, 2010 thanks ppl, figured it out. there's a static object called 'target' Link to comment Share on other sites More sharing options...
BeFtRoN Posted December 6, 2010 Author Share Posted December 6, 2010 although, i'm now having trouble getting the liberty prime bloody mess working at all. is it still implemented properly? Link to comment Share on other sites More sharing options...
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