I'm working on a quest in which the player has to release some prisoners from their jail cells. I found a vanilla script that I think will work, but I'm not sure how the EvaluatePackage function works. I placed a package on each prisoner to keep them in their cells, and I want them to escape when released. I know I need to add a travel package to them so they will leave the jail, but I'm not sure how to stop the first package and then start the travel package.
Here is the script I am planning to use.
Scriptname defaultPrisonerDoorSCRIPT extends ObjectReference {Default script on a door, that's linked to a prisoner, to handle his factions.}import gameimport utilityimport debugFaction Property dunPrisonerFaction AutoObjectReference Property Prisoner01 AutoObjectReference Property Prisoner02 AutoObjectReference Property Prisoner03 AutoObjectReference Property Prisoner04 AutoObjectReference Property Prisoner05 AutoObjectReference Property Prisoner06 AutoObjectReference Property PrisonerLink Auto Hiddenbool Property AlreadyLoaded Auto HiddenEVENT OnLoad() if AlreadyLoaded == FALSE if Prisoner01 (Prisoner01 as Actor).AddToFaction(dunPrisonerFaction) endif if Prisoner02 (Prisoner02 as Actor).AddToFaction(dunPrisonerFaction) endif if Prisoner03 (Prisoner03 as Actor).AddToFaction(dunPrisonerFaction) endif if Prisoner04 (Prisoner04 as Actor).AddToFaction(dunPrisonerFaction) endif if Prisoner05 (Prisoner05 as Actor).AddToFaction(dunPrisonerFaction) endif if Prisoner06 (Prisoner06 as Actor).AddToFaction(dunPrisonerFaction) endif PrisonerLink = GetLinkedRef() if PrisonerLink (PrisonerLink as Actor).AddToFaction(dunPrisonerFaction) endif endif AlreadyLoaded = TRUEEndEVENT Auto STATE WaitingToBeOpened EVENT OnOpen (ObjectReference triggerRef) if Prisoner01 (Prisoner01 as Actor).RemoveFromFaction(dunPrisonerFaction) Utility.Wait(0.1) (Prisoner01 as Actor).EvaluatePackage() endif if Prisoner02 (Prisoner02 as Actor).RemoveFromFaction(dunPrisonerFaction) Utility.Wait(0.1) (Prisoner02 as Actor).EvaluatePackage() endif if Prisoner03 (Prisoner03 as Actor).RemoveFromFaction(dunPrisonerFaction) Utility.Wait(0.1) (Prisoner03 as Actor).EvaluatePackage() endif if Prisoner04 (Prisoner04 as Actor).RemoveFromFaction(dunPrisonerFaction) Utility.Wait(0.1) (Prisoner04 as Actor).EvaluatePackage() endif if Prisoner05 (Prisoner05 as Actor).RemoveFromFaction(dunPrisonerFaction) Utility.Wait(0.1) (Prisoner05 as Actor).EvaluatePackage() endif if Prisoner06 (Prisoner06 as Actor).RemoveFromFaction(dunPrisonerFaction) Utility.Wait(0.1) (Prisoner06 as Actor).EvaluatePackage() endif if PrisonerLink (PrisonerLink as Actor).RemoveFromFaction(dunPrisonerFaction) Utility.Wait(0.1) (PrisonerLink as Actor).EvaluatePackage() endif GoToState("AlreadyOpened") EndEVENTendSTATESTATE AlreadyOpened ;do nothingEndSTATE
I have checked the forums, CK Wiki pages, and Googled the EvaluatePackage function and can't find any info on how it works or how to set it up. I even checked the quests in the CK that use this script and got nowhere.
If anyone has any suggestions on how it works or where I can find the Information it would be greatly appreciated.