Cheyron Posted December 7, 2019 Share Posted December 7, 2019 So I am trying to fill a quest alias with the horse that the player is riding. I have a script added to my player's reference alias to look for when i am mounted and at that point to stop and start a quest that fills my reference alias for my horse. So I am telling it to match conditions in the loaded area and i am checking closest. The condition is to check if HasKeyword == ActorTypeHorse and it seems to work if I do it when I am not on a horse but on foot, then it finds the horse near me but if i choose to stop and start the quest once i am mounted... the reference does not get filled... anyone have any ideas?? I am able to find the horse via script by getting the player's parent cell and checking for object's that are npcs (type 43) and then i check the keyword and i can easily find the horse i am riding... i may just stick with looping the references in the parent cell but any idea how to setup a quest to fill a reference alias with the horse the player is riding?? Fails: Actor Function FindHorse() FindMountQuest.Stop() While FindMountQuest.IsRunning() Utility.Wait(0.1) EndWhile FindMountQuest.Start() Utility.Wait(0.1) Return MountRef.GetActorReference() ;//ALWAYS EMPTY AND I CALL THIS CODE WHILE THE PLAYER IS MOUNTED ON A HORSE ;//IN CREATION KIT QUEST ALIAS CONDITIONS I AM SIMPLY CHECKING FOR HasKeyword == ActorTypeHorse… I AM MATCHING CLOSEST IN LOADED AREA EndFunction Works: Actor Function FindHorsey() Cell c = PlayerRef.GetParentCell() ObjectReference closestHorse = None Float closestDistance = 9999.0 Int i = c.GetNumRefs(43) While i i -= 1 ObjectReference h = c.GetNthRef(i, 43) If h && h.HasKeyword(ActorTypeHorse) float dist = PlayerRef.GetDistance(h) If dist < closestDistance closestHorse = h closestDistance = dist EndIf EndIf EndWhile If closestHorse Debug.Notification("Horse Found, Distance = " + closestDistance) Return closestHorse as Actor EndIf Return None EndFunction Link to comment Share on other sites More sharing options...
PeterMartyr Posted December 7, 2019 Share Posted December 7, 2019 "get last ridden horse" or something like that, I cant be bother going to wikki but that what you need, it will return the horse that player is currently riding. Edit I had nothing to do https://www.creationkit.com/index.php?title=GetPlayersLastRiddenHorse_-_Game Edit 2 I like your Method/Function :) but the above should simplify things for you. I am encouraging you keep coding, try using this page on the wikki to search for codes that set or returns things https://www.creationkit.com/index.php?title=Category:Papyrus Link to comment Share on other sites More sharing options...
Cheyron Posted December 7, 2019 Author Share Posted December 7, 2019 "get last ridden horse" or something like that, I cant be bother going to wikki but that what you need, it will return the horse that player is currently riding. Edit I had nothing to do https://www.creationkit.com/index.php?title=GetPlayersLastRiddenHorse_-_Game Edit 2 I like your Method/Function :smile: but the above should simplify things for you. I am encouraging you keep coding, try using this page on the wikki to search for codes that set or returns things https://www.creationkit.com/index.php?title=Category:Papyrus oh ok, yeah that makes sense... I saw that when i was looking for functions to use but it didn't click in my head to use that... i was looking for something like... GetCreaturePlayerIsRiding... etc... i was just thinking of the wrong stuff when i was looking for functions to use. And you better believe I will keep coding! :laugh: And I am on that wiki site all the time looking stuff up, just that function eldued my radar scanners! Must be this old soviet junk im working with. No matter I have heros like you to come to my rescue. thank you kind sir! I will give that a test sometime but for now because i am already using the horsey function and it works pretty well, I will just stick with looping references in the current cell. Thanks again! Link to comment Share on other sites More sharing options...
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