z4x Posted February 28, 2013 Share Posted February 28, 2013 Is it possible? I tried put different effects for armor OnEquipped and different for OnActivate world object. Will it conflict if its in the same script? Link to comment Share on other sites More sharing options...
z4x Posted February 28, 2013 Author Share Posted February 28, 2013 So I reduced my script to just core STATE switch, including OnEquipped switching to one state, then OnActivate switching to another (both preventing each other to activate their own state, when other is going) But looks like script containing OnEquipped and OnActivate linked to ARMOR object and some WORLD object, do conflict? Could someone confirm please? Wasted two days on it :( Link to comment Share on other sites More sharing options...
EnaiSiaion Posted February 28, 2013 Share Posted February 28, 2013 I have no idea what you are trying to tell us... Link to comment Share on other sites More sharing options...
z4x Posted February 28, 2013 Author Share Posted February 28, 2013 (edited) ScriptName StatesExample extends ObjectReference Auto State Inactive Function Toggle() GoToState("Active") EndFunction EndState State Active Function Toggle() GoToState("Inactive") EndFunction EndState Function Toggle() ; Empty function definition to allow Toggle to be defined inside states. More on this soon... EndFunction Event OnActivate(ObjectReference akActionRef) Toggle() EndEvent Its something like that, but with 3rd state: Active2 OnEquipped activates (or at least should be) Active1 stateOnUnEquipped disactivates Active1 state OnActivate activates Active2 state on first activate (first click on lets say Barrel, in game), then disactivate Active2 state (on second click) and goes back to Inactive state. It just doesnt compile, i get some major compiler error, about accessing script, that doesnt show which lines are wrong. Edited February 28, 2013 by z4xx Link to comment Share on other sites More sharing options...
Recommended Posts