Difference between revisions of "Talk:Reset - Quest"
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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) |
Revision as of 14:39, 15 June 2012
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:
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
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
Neither the 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 to show up. The calls to Stop and Start did work in both scripts. --Fg109 15:39, 15 June 2012 (EDT)