falconfetus8 Posted May 15, 2015 Share Posted May 15, 2015 Lots of googling around yielded me no answers. I've got a quest script running, but it isn't responding to any key events. Do key events even work in quest scripts? Is there something else I need to do inside the Creation Kit to make it work? I'm not getting any compiler errors, so I'm really confused about this. Here is my code. The OnInit and OnUpdate events work, but the OnKeyDown event does nothing. Scriptname FALC_CheckpointQuestScript extends Quest Import Input float Property xPos auto hidden float Property yPos auto hidden float Property zPos auto hidden Cell Property checkpointCell auto hidden Event OnInit() Debug.Notification("BONFIRE LIT") SaveCheckpoint() RegisterForSingleUpdate(10) endEvent Event OnUpdate() Debug.Notification("YOU DIED") LoadCheckpoint() endEvent Event OnKeyDown(int keycode) ;Save checkpoint when 'N' key is pressed if (keycode == 49) Debug.Notification("BONFIRE LIT") SaveCheckpoint() endIf ;Load checkpoint when whatever the next key is is pressed if (keycode == 50) Debug.Notification("YOU DIED") LoadCheckpoint() endIf endEvent Function SaveCheckpoint() ;Remember the current position and cell Actor akPlayer = Game.GetPlayer() xPos = akPlayer.GetPositionX() yPos = akPlayer.GetPositionY() zPos = akPlayer.GetPositionZ() checkpointCell = akPlayer.GetParentCell() endFunction Function LoadCheckpoint() ;Return to the saved checkpoint Actor akPlayer = Game.GetPlayer() ;TODO: Change cells ;Change position akPlayer.SetPosition(xPos, yPos, zPos) ;TODO: Resurrect all dead actors endFunction Link to comment Share on other sites More sharing options...
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