Difference between revisions of "Talk:Reset - Quest"

1,307 bytes added ,  15:39, 15 June 2012
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imported>Jsquirrel
(Created page with "On my custom quest, Quest.Reset() is working fine. Maybe it got fixed or it is only broken for standard quests? -- Jsquirrel")
 
imported>Fg109
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On my custom quest, Quest.Reset() is working fine. Maybe it got fixed or it is only broken for standard quests? -- Jsquirrel
On my custom quest, Quest.Reset() is working fine. Maybe it got fixed or it is only broken for standard quests? -- Jsquirrel
:Quite strange then... it doesn't work for me.  I'm using the CK version 1.5.24 and Skyrim is version 1.6.89.0.
This is the code I used to test:
<source lang="papyrus">Scriptname fg109TestQuestScript extends Quest
Event OnInit()
Debug.Notification("Quest was initialized.")
RegisterForSingleUpdate(10)
EndEvent
Event OnReset()
Utility.Wait(1)
Debug.Notification("Quest was reset.")
EndEvent
Event OnUpdate()
Debug.Notification("Quest is updating.")
if (Game.GetPlayer().IsSneaking())
Stop()
Utility.Wait(1)
Start()
else
Reset()
endif
EndEvent</source>
<source lang="papyrus">Scriptname fg109TestMEScript extends ActiveMagicEffect
Quest Property fg109TestQuest Auto
Event OnEffectStart(Actor akTarget, Actor akCaster)
Debug.Notification("Attempting to restart the quest.")
if (akTarget.IsSneaking())
fg109TestQuest.Stop()
Utility.Wait(1)
fg109TestQuest.Start()
else
fg109TestQuest.Reset()
endif
EndEvent</source>
Neither the [[Reset - Quest|Reset]] in the quest script nor the one in the magic effect script caused the message in the either the [[OnInit]] block nor the message in the [[OnReset - ObjectReference|OnReset]] to show up.  The calls to [[Stop - Quest|Stop]] and [[Start - Quest|Start]] did work in both scripts. --[[User:Fg109|Fg109]] 15:39, 15 June 2012 (EDT)
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