Quick Questions, Quick Answers - Thread #33

Post » Tue Feb 04, 2014 10:47 pm

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Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Wed Feb 05, 2014 2:18 pm

I'm trying to work around a bug that I hope I have not discovered has "migrated" to OnLocationChange..

Did I do this right?

Scriptname ExecutionLocationChangeScript extends ReferenceAlias  {Stops the quest, if the player leaves the location.}Location property SolitudeLocation autoEvent OnLocationChange(Location akOldLoc, Location akNewLoc)    if (akOldLoc == SolitudeLocation)    debug.notification("You have left the scene.")    GetOwningQuest().Stop()endifEndEvent

This does what I intended it to do. It does stop the quest. However, some NPCs disappear, while 2 remain, with their collision nullified, and are stuck in idles that have absolutely nothing to do with my quest. This is pretty much the same bug I encountered with leaving the area when a scene is progress, except it only effects the prisoner.

The whole point of stopping is to get the NPCs to return to their default packages when the player leaves the location. I'm beginning to give up.

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Gaelle Courant
 
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Joined: Fri Apr 06, 2007 11:06 pm


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