Fantafaust Posted January 11, 2017 Share Posted January 11, 2017 Having a script on a reference alias, can you have events actually fire? I'm trying to use some of the various typical events, like OnActivate, OnHit, OnRelease.They aren't returning anything thus far, even the debugs aren't returning my messages as they should.Ideas?In return, some information that isn't on the wiki:Showing an objective that contains unfilled references, will fail to show quest markers for those aliases even after they're filled when recalling the ShowObjective function. This info is on the wiki.However, you can use a moveto command on your alias to make it show up, I have used it to move them to themselves ie (ReferenceAlias01.GetRef()).Moveto(ReferenceAlias01.GetRef()) This gets the quest marker to show up. New info? I'm not sure, but like I said it's not on the wiki. Link to comment Share on other sites More sharing options...
Lisselli Posted January 11, 2017 Share Posted January 11, 2017 OnActivate should work: ReferenceAliases receive events from the ObjectReference they are pointing at.ReferenceAliases may also receive additional events if they are pointing at an Actor. Link to comment Share on other sites More sharing options...
Fantafaust Posted January 11, 2017 Author Share Posted January 11, 2017 That's how I figured it was, maybe I've just set something up wrong. I've got my alias on a corpse, and activating it was supposed to show a message, it opens the inventory fine, but no message. Perhaps the inventory menu is getting in the way? Maybe a utility.wait for several seconds will allow it to show? Link to comment Share on other sites More sharing options...
cdcooley Posted January 12, 2017 Share Posted January 12, 2017 If you haven't used the BlockActivation call then any script processing for the OnActivation will happen just after the inventory menu is opened. Depending on what you were trying to do that might interfere with your code. Link to comment Share on other sites More sharing options...
Fantafaust Posted January 12, 2017 Author Share Posted January 12, 2017 (edited) If you haven't used the BlockActivation call then any script processing for the OnActivation will happen just after the inventory menu is opened. Depending on what you were trying to do that might interfere with your code.I haven't used BlockActivation, but I've ditched using a script on these specific aliases at present time. I'll probably return to this in the future, when I've had more time to think on it. Thanks for the responses guys :) Edited January 12, 2017 by Fantafaust Link to comment Share on other sites More sharing options...
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