seekingthesun Posted May 13, 2016 Share Posted May 13, 2016 I have been trying to add this line to a quest scriptAlias_Pilot.GetActorRef().Enable()I have an alias called "pilot" in the quest tab but whenever I try to compile it, it says that the variable is undefined. Well it's not a variable it should be a reference. How do I enable this? Link to comment Share on other sites More sharing options...
scrivener07 Posted May 13, 2016 Share Posted May 13, 2016 Heres kinda a guess before bed. It might not even compile but the idea is to pass in the alias index you want. The alias index column is hidden by being zero width. Stretch the column out to see he index.You are better off creating a property to the alias directly and calling enable on that. http://www.creationkit.com/fallout4/index.php?title=GetAlias_-_Quest Function Sample() (self.GetAlias(0) as ReferenceAlias).GetActorRef().Enable()EndFunction Link to comment Share on other sites More sharing options...
seekingthesun Posted May 13, 2016 Author Share Posted May 13, 2016 So I should use that to call the alias that's already attached? How do I create those properties? Where do I put the reference name in that? Link to comment Share on other sites More sharing options...
scrivener07 Posted May 13, 2016 Share Posted May 13, 2016 You just declare a property in the script file. If its an auto property you can set its initial value in the CreationKit. ScriptName MyScript Extends Quest ReferenceAlias Property MyActorAlias Auto ; fill this property with a value inside the creationkit property window. Function Sample() MyActorAlias.GetActorRef().Enable() EndFunctionThis post has a screenshot of what filled properties look like in the script property window. The script itself is not relevant. Link to comment Share on other sites More sharing options...
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