Docmn is right you have to call the function on the player, not the weapon rack, which is what you are doing.
You have two solutions:
Simply call playgroup with player as a reference: player.PlayGroup Forward 1
or change that spell to run a new spell on the player when the right condition is met.
IE:
SCN UNDWeponRackGiveWepon
Short One
Begin onactivate
If One == 1
Message "Only one wepopn per day is allowed."
return
else
player.addSpell PickupWeapon
set one to 1
Endif
End
set the pickupWeapon spell as a magic effect and copy the relevant part of your old spell.
No, sorry, I should have given more information about what I am trying to do. The animation is one that will make the wepons on the rack dissipear, so I am calling the playgroup on the rack because the wepons are part of that mesh. The Idea is that once a day, the player can go to the rack to activate it and receve one of 4 wepons. The corisponding wepon on the rack would then dissipear. None of the wepons will reapear untill all wepons have been taken.
The reson I am doing this instead of just seting the wepons on the rack in the cs so that the player can just pick it up like normal is that for some reasion, none of my wepons will stay on the rack, hence: One mesh, An animation to stimulate what would normally happen, and a script to make it all work.
--HELP
-MNPred