Videniofthesith Posted February 1, 2011 Posted February 1, 2011 I am having serious problems with this timer script. I have tried many different ways to get this to work, and nothing. It always fires almost instantly upon the first quest stage starting. Please help. Here is what I have. scn aaaTimerQuest Short TimerVariable Begin Gamemode If GetStage AAitem3 == 10 If GamedaysPassed <= 2.0 Setstage AAitem3 20 Endif Endif End
NellSpeed Posted February 1, 2011 Posted February 1, 2011 God knows I'm not an expert scripter, but I can see one possible problem right off the bat. Do you want both If GetStage AAitem3 == 10 and If GamedaysPassed <= 2.0 to be true at the same time? Because as it stands, I think what's happening is that the game engine is checking for the FIRST valid condition-- which is the getstage-- and then doing what you told it to do-- setstage. If yes, you may find this tutorial very helpful: What's up with If, ElseIf, Else and EndIf - TES Alliance
Hickory Posted February 1, 2011 Posted February 1, 2011 I am having serious problems with this timer script. I have tried many different ways to get this to work, and nothing. It always fires almost instantly upon the first quest stage starting. Please help. Here is what I have. scn aaaTimerQuest Short TimerVariable Begin Gamemode If GetStage AAitem3 == 10 If GamedaysPassed <= 2.0 Setstage AAitem3 20 Endif Endif End That's because you're telling it to trigger IF the quest stage is at the first level AND 2 days have not yet passed, ie. at the beginning of the game. If you want it to trigger AFTER 2 days, and assuming you want the timer variable to be the number of days passed, change it to: scn aaaTimerQuest Short TimerVariable Begin Gamemode set TimerVariable to GameDaysPassed If ( GetStage AAitem3 == 10 ) && ( TimerVariable >= 2 ) Setstage AAitem3 20 Endif End
Videniofthesith Posted February 2, 2011 Author Posted February 2, 2011 Thanks to both of you, I will look into that tonight for sure!
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