Mktavish Posted January 14, 2017 Share Posted January 14, 2017 Well the easy way is to make all your other references a child of the reference in your script.Which you do on their reference window , Enable Parent tab ... and select the reference to be the parent. But that is an external script ( quest ) ... and maybe an internal one ( object ) would be better if you are using LvLed creature lists. Which would be to make a unique base-ID of each creature that your LvLed creature object will use.And on those you attach 1 script that looks like this ... SCN WretchedNightspawnSCRIPTBEGIN GameModeIf GetCurrentTime >= 18.0 || GetCurrentTime <= 6.0 Enable elseif IsInCombat != 1 Disable endifendifEnd ~~~~~~~~~~~~~~~~~~~ That is assuming that "GetSelf" doesn't need to be used in order to check the combat state.But this script does compile. Link to comment Share on other sites More sharing options...
MrNeedles Posted January 15, 2017 Author Share Posted January 15, 2017 Yaaay, it works! One last thing, though: The creatures are now still disabled in the morning even if they're dead. To stop this, would it be enough to add another line under elseif IsInCombat !=1, like this: elseif IsDead !=1 ? Link to comment Share on other sites More sharing options...
Mktavish Posted January 16, 2017 Share Posted January 16, 2017 Try one line like this ... elseif IsInCombat != 1 && GetDead != 1 Link to comment Share on other sites More sharing options...
MrNeedles Posted January 18, 2017 Author Share Posted January 18, 2017 Everything is now fine and dandy. Thanks a bunch again! Link to comment Share on other sites More sharing options...
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