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Quests. Keeping track of actors. Aliases.


antstubell

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A bit of a noob when it comes to this so I'll put it as plain as I understand it.

Cannot run certain commands like EvaluatePackage on ActorBase Properties. I have to use Actor Property and click on the actor in the render window, This is tiresome as the actor that I need to refer can be in another cell. So for example if something happens a long way from where the actor is but affects what actions the actor will do in the future, I might need to MoveTo the actor or UnEquip an item on the actor. So basically would adding the actor as an alias in his quest line be much easier to address him from other scripts? Say for example I have a OnDeath script running on a different actor and when that actor dies I need the other actor to move and change clothes.

Aliases have always been confusing to me and I've never attempted to address other actors as aliases from other scripts. Or am I completely wrong about this and there is a better way?

Thanks.

 

EDIT: I made an actor alias for an actor, now I want to disable him temporarily in the quest and enable him later. Help please.

Edited by antstubell
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Ok yes aliases are one of the more complex things in the creation kit at the start but once start working with them for some time is when you realize that the Quest system is really awesome - I most commonly(probably like a lot of people) use it store information.

 

Aliases for one, are the best way to add scripts to the player while being allowed to avoid putting scripts on the player's actor form(ID: 00000007).

 

That is to say that the Actor Script accepts all events and member functions from the ReferenceAlias script, provided that the actor is an alias.

 

Therefore you can disable an alias and enable it later using a quest.

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You disable/enable them through a quest stage. The syntax for that(when they are actors) is (Alias_alaisname.GetReference() as Actor)

 

That's the easiest way without relying on making a ReferenceAlias property in some external script(including the Quest script) which would make them persistent.

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