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Scripting help, probably very easy.


Epoch29

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The new language is throwing me, I could do it in the old one, but the how to's and such just aren't available yet. Anyways, I have this script attached to a quest for dialogue

 

Scriptname AATrissDiaQScript extends Quest  Conditional

Int Property Status = 0 Auto  Conditional

 

which should set the status variable to 0. Basically I can't figure out the code for the "end Papyrus fragment" to set that variable to 1 after choosing a dialogue option. Also I'm going to use it to trigger a package, but getquestvariable doesn't recognize the variable exists or something, I know this used to work. Would there be a better conditional statement to check for the package? Thanks.

 

For instance if I wanted to do this in the old creation kit it would just be

 

set AATrissDQuest.Status to 1

 

Basically I'm just trying to declare a variable" "status" and then assign it a value of 1 when I choose a specific dialogue choice.

Edited by Epoch29
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The wiki is vague:

"Conditional Properties

Properties cannot be declared as conditional. Auto properties can be defined as conditional because what they actually do is define the hidden variable they create as conditional."

 

I'm not sure if this means you cant assign a default value to it...

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nah that just returns

 

Starting 1 compile threads for 1 files...
Compiling "TIF__01003335"...
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__01003335.psc(9,0): variable AATrissDQuest is undefined
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__01003335.psc(9,14): none is not a known user-defined type
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__01003335.psc(9,13): type mismatch while assigning to a none (cast missing or types unrelated)
No output generated for TIF__01003335, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on TIF__01003335

 

Basically I'm just trying to declare a variable" "status" and then assign it a value of 1 when I choose a specific dialogue choice.

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;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname TIF__01003335 Extends TopicInfo Hidden

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

 

but that fragment is currently empty at the moment because it won't save it if it doesn't compile correctly. If you have an idea, I'll start the scripts over again with a new variable.

Edited by Epoch29
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the only thing I'm missing is setting variables through those script fragments that you can add when you choose dialogues. I think actually declaring variables in the scripts they made easier. Ugh so close and yet so far. I'll just have to wait for someone to figure it out.
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