FiftyTifty Posted July 23, 2016 Share Posted July 23, 2016 Hullo lads, got a wee question. I've added a perk to New Vegas, that uses the Activate entry point. When the player activates a dead robot, it will prompt the player with the option "Repair Robot". When the player selects the option, it will run a script that does something like this psuedo-code mish-mash: string_var strRobotName strRobotName := GetName(activated target) if strRobotName = Protectrion then Spawn a custom protectron Disable(activated target) MarkForDelete(activated target) endif if strRobotName = Mr. Gutsy then Spawn a custom Mr. Gutsy Disable(activated target) MarkForDelete(activated target) endifTrouble is, I need to get the dead robot that the player activated. What's the built-in variable to the perk entry point, that returns the activated thingymajigger? Y'know, like Skyrim's akAggressor (for OnAttack events) and akSpeaker (for dialogue scripts). Link to comment Share on other sites More sharing options...
Ladez Posted July 23, 2016 Share Posted July 23, 2016 Activation perk entry scripts runs directly on the reference that you activated, so you can call any reference functions using implicit reference syntax. If you want to retrieve the reference and put it into a variable you can use GetSelf. Link to comment Share on other sites More sharing options...
FiftyTifty Posted July 23, 2016 Author Share Posted July 23, 2016 Activation perk entry scripts runs directly on the reference that you activated, so you can call any reference functions using implicit reference syntax. If you want to retrieve the reference and put it into a variable you can use GetSelf. Oh! Sweet, so you just have to call the function. I was thinking I would have had to call GetCrosshairRef, but nay! Thanks matey. Link to comment Share on other sites More sharing options...
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