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Self-Recharging Weapons


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Hmm, as this seems to be the way those functions are used indeed, I need to ask if you're also starting your game via OBSE now, as those are OBSE functions and not doing so will just make the script terminate when it reaches a now-'unknown' function call. There will be no errors or warnings.

 

If it helps, you could try using

ref myself

...

set myself to GetSelf

myself.ModCurrentCharge 1
myself.SetCurrentHealth 1

so now it definitely "is" a reference there.

 

But as a sidenote, a health of 1 will make your weapon almost broken already. It'd be better to set it to the Base Health or something as obtainable via GetObjectHealth, so it's always 100% intact, instead.

 

edit: Oh, and in case all else fails, a little debugging via 'PrintToConsole "I just passed call XYZ"' to see if the script passed a function call at all could never hurt.

Edited by DrakeTheDragon
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