i want a debug notification to pop up and announce "Due to equipment changes, your new total armor is Player.getav("Damageresist")"
however, anytime i attempt to use or reference a variable or actor value like this, the compiler has an error
i want a debug notification to pop up and announce "Due to equipment changes, your new total armor is Player.getav("Damageresist")"
however, anytime i attempt to use or reference a variable or actor value like this, the compiler has an error
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\alchemyrewardsscript.psc(25,77): no viable alternative at input ')'
still errors unless i put the " after the +damageresist+, but then it just says "+damageresist+" in the debug message
ok i got it going, but the debug.notifcation is tiny.
i used debug.messagebox instead but it pauses the game and makes me click OK
how do i use the "show" function? read the wiki page about it but they don't explain it at all.
they show example
Helloworld.show()
compiler errors everytime with that and says EOF
You need to create a message property in your script. Then create a new message object in the Creation Kit. Then link the message object to the property in your script. Then you can use show().
e.g.
1. Setup property in script: message property myMessageNotification auto
2. In Creation Kit, go to "Message" item under "Miscellaneous". Right click somewhere in the resulting list of message objects and create new message (e.g. "myMessageNotification"). Set it up however you want.
3. In Creation Kit, go to your script properties. Your myMessageNotification property should be listed. Then just link it to your new message object using the "Pick Object" menu.
4. In script, display it using: int buttonPressed = myMessageNotification.show()
The buttonPressed variable is just the index of whichever button you added to the messagebox. Probably not relevant if this isn't a message box.
As for how to get custom strings being displayed using the messageProperty.show() method (because the strings are otherwise hardcoded in the Creation Kit, which is not flexible), I haven't actually done that yet. But the instructions are here: http://www.gamesas.com/topic/1486888-pass-string-to-messageshow/
so much complications to do something sooooo simple. *sigh* thx for link tho.
by the way, is there a way to make Debug.Notification bigger on the screen or use larger text etc?