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Question about scripts on a referencealias


Fantafaust

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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.

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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?

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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 by Fantafaust
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