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Is it possible to Conditionalize a scripted Reference Variable?


Bally9

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If a Reference Variable is made in an object or quest script and set to a NPC, is there any function available to make the variable a condition, in the same way GetIsID would?

 

Specifically, for things such as IA packages, Idle Animations, and Dialogue conditions that have non-script based drop down boxes. Well, GetIsId is for base objects, GetIsReference is for references placed in the world space, GetQuestVariable only runs for numeric value checks.

 

The Geck page says "You can use a reference variable anywhere you could use an object reference", but how to access it in drop down condition boxes that need the Cell name and placed reference name is something else. Anyway to get the game to treat Ref Variables as it would base objects or placed references?

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