Dutchj Posted December 28, 2017 Share Posted December 28, 2017 I'm attempting to run some code whenever the player equips or unequips a weapon, but I can't seem to make any events that the player actor emits actually do anything. For example, I have the following script attached to a reference alias pointing to the player: Scriptname PlayerEventScript extends ReferenceAlias Event OnInit() Debug.Notification("Script initiated") EndEvent Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) Debug.Notification("Equipped Something.") if akBaseObject as Weapon Debug.MessageBox("This actor just equipped a weapon!") endIf EndEvent The notification inside the OnInit event shows up as expected when the quest is initialized, but no matter what I do in terms of equipping/unequipping items, I never get any of the notifications or messageboxes I have defined in the OnObjectEquipped event. All of the tutorials and discussions I've found seem to tell me that this is the way it's supposed to work. I've tried other actor events as well, but none of them seem to function. Any ideas as to what could be the problem? Link to comment Share on other sites More sharing options...
Dutchj Posted December 29, 2017 Author Share Posted December 29, 2017 I've managed to fix the problem. The issue was caused by an incorrect configuration in the quest that I had attached the player alias to. I had another reference alias setup with a specific reference set to NONE, but I hadn't set the optional flag on this alias. This apparently caused the quest script to not run properly. Link to comment Share on other sites More sharing options...
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