Guest Messenjah Posted January 31, 2011 Share Posted January 31, 2011 So, my idea was to create a very SIMPLE radio system in-game. I don't need any radio greets. This is for club music so I shouldn't need to perform a lot of the extra work. I just need music tracks to play one right after the other. So, I created my talk activator and my radios (which are a set of speakers). I made the custom speakers by re-naming one of the default, working radios and replacing the model with my own. I placed the talk activator inside the world. I added my custom mp3's and placed them in the default radio folder with all of the normal in-game mp3 files. I coppied the vGomorrahRadioQuest script and created a new script, pasting the data in there. I then re-named it to 0ClubRadioQuestScript to make it easy for me to find as it should show up first in the list. I set the script type to Quest and saved out. Everything looks good and I can actually see my script in the object window. I create a quest and add my script to it. Then I create a radiohello and add track01 into the list of greetings. I then try to set up a condition. Following the quest layout for vGamorrahRadioQuest, I create a condition: GetQuestVariable. However, when I look for my quest script, it is no-where to be found! My script shows up everywhere else but here! I have tried saving out, re-naming the script, making a new quest from scratch, everything I can think of! Why is my script not showing up in the list of conditions for quest variables? If I link it to an object it shows up and if I set the script to the quest, it shows up, but not in the dialogue conditions! Link to comment Share on other sites More sharing options...
davidlallen Posted January 31, 2011 Share Posted January 31, 2011 a. Don't name scripts or objects starting with numbers. I use a three letter prefix, and then I type that prefix in the filter window. They are not first in the list, but using a name that starts with a number will cause problems in some situations. b. When you associate a quest script with a quest, you use the quest name not the script name. Suppose you have a quest named aaa, associated with a quest script named bbb, which has a variable ccc. You do "GetQuestVariable aaa ccc". I think you are using "bbb" instead of "aaa". Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 31, 2011 Share Posted January 31, 2011 Did you make your script a quest script and attach it to your quest with the dropdown box?You also have to define variables in the script, or else of course none will show. Link to comment Share on other sites More sharing options...
Guest Messenjah Posted January 31, 2011 Share Posted January 31, 2011 Ok, I did get everything working as far as it showing up in the GECK last night so it should all work fine. I wasn't using using the same naming conditions for my script as I did with my quest. So FFClubRadioQuest wouldn't see 01ClubFFRadioQuestScript. It was a simple matter of re-naming the script and the quest to FFClubRadioQuest and FFClubRadioQuestSCRIPT. Otherwise, it won't see them. And yes, I do have variables. They are the same variables that are in the Gommorah radio scripts. I just copied, pasted, and re-named the script to make my own version of it so that I could quickly build a radio station without a lot of fuss. I also added all of the result scripts and compiled them with re-named values so that they see my script instead of the Gommorah script. I also picked mp3's that are default fallout New Vegas mp3's right out of the radio directory folder and for some reason, there still isn't any music playing? Any ideas on what I could be doing wrong? I noticed in the box where you add your custom sound file, that there is also a space that has voice information, do I need to set this as well? I think it was grayed out. Link to comment Share on other sites More sharing options...
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