Doors and Scripts

Post » Mon Mar 01, 2010 10:05 pm

I want my door to advance the player further in its quest while also teleporting/moveing the player to the location. I need help, this is the script that I have So far:

scn AAFortEntrinceAdvanceScriptBegin OnActivate	If GetStage AABattleMageStartTEST==100		If PlayerRef		If GetItemCount 01006B9C 1		Player.MoveTo 010070E5	SetStage AABattleMageStartTEST 105	EndIf		EndIf			EndIfEnd


--Thanks
-MNPred
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Jessica White
 
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Post » Mon Mar 01, 2010 11:54 pm

A moveTo call on the player will act as a return statement - Move your setStage command to a spot above it. You can't use formIDs in scripts - Use the appropriate editorIDs instead. Your getItemCount syntax is incorrect; use this instead : player.getItemCount == 1
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Rebecca Clare Smith
 
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Post » Mon Mar 01, 2010 8:47 pm

Hmm.. Ok Thanks!
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Monika Krzyzak
 
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Post » Tue Mar 02, 2010 3:00 am

Just a quick note. You do realise you can use object's editor IDs instead of their hex IDs right?
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Epul Kedah
 
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Post » Mon Mar 01, 2010 2:50 pm

I thought I was useing the editor id...What is a Hex Id?
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Mandi Norton
 
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Post » Mon Mar 01, 2010 2:58 pm

The HexID is listed as formID in the CS. If you use that then your script will only work if your mod is loaded as the first mod because of the first two numbers of your hex code being 01. EditorID is the editor name given to the object. It's the first thing listed from left to right in the object window. Gold, for instance, has the editorID Gold001.
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Nikki Morse
 
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Post » Mon Mar 01, 2010 4:32 pm

Ouch! That meens I will have to redo my mod..... wow... :banghead:
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Lew.p
 
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Post » Mon Mar 01, 2010 4:54 pm

Wait does this rule apply to the result script in quests?
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Mrs Pooh
 
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Post » Mon Mar 01, 2010 9:40 pm

Wait does this rule apply to the result script in quests?
Yes.
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Fam Mughal
 
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Post » Tue Mar 02, 2010 4:21 am

Dang! And I suppose it also affects Factions?
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Trevor Bostwick
 
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Post » Tue Mar 02, 2010 2:00 am

Dang! And I suppose it also affects Factions?
Yes. It applies to everything that has a FormID. Quests, factions, NPCs, creatures, statics... everything. The game automagically knows what EditorID in your code corresponds to what FormID the item has (if you load your mod first, it might have a FormID of 010000F0, but if you load it later it might have a FormID of 110000F0, but still have the same EditorID of MMPModifiedItem).
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carly mcdonough
 
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