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Enabling an Object upon Quest completion


Palleh

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Hello! I want to be able to have objects pop into the world after a quest is completed. For instance a man wanting to gather materials for his house, once quest is completed the house should pop. Now what ive done thus far for testing purposes is to try to make a barrel appear upon quest completion.

 

1) I created the barrel and an Xmarker.

2) I hit initially disabled on the xmarker.

3) I hit the enable parent tab on the xmarker and referenced to the barrel.

 

Now the first problem is that when i go into the game now, then the barrel is not disabled. I tried to check the initially disabled on the barrel itself and went on;

 

4) I made an alias to the barrel in the quest.

5) Upon quest completion i made following script;

 

Alias_Barrel.GetReference().Enable()

 

To enable the barrel which is disabled, however once I get into the game it remains disabled. I tried making this script to enable the marker;

 

Alias_Marker.GetReference().Enable()

 

Yet nothing works, and Im really stumped.

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Thanks Ghauna!

 

It does disable itself properly now, but upon quest completion the item does not reappear.

 

I made an alis to the marker called "marker" and used following script at the end of the quest

 

Alias_Marker.GetReference().enable()

 

I get no error, but the item still doesent appear >.<

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You could make a property that points to the marker reference, not to an alias. This is how it's done for the vanilla house upgrades.

 

 

 

ObjectReference Property myMarker  Auto  


myMarker.enable()

 

 

Edit: Also make sure, you removed the enable parent setting from the marker. Otherwise it will not be enabled by script.

Edited by Ghaunadaur
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