Difference between revisions of "Variables and Properties"
→From a non-owned fragment / other quest script
imported>Evernewjoy |
imported>Evernewjoy |
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You need an instance of the script that has your variable that you want, in this case RamaJRMasterScript. | You need an instance of the script that has your variable that you want, in this case RamaJRMasterScript. | ||
Once you create the object, could be an activator of any kind or an actor, or anything really, attach the RamaJRMasterScript script. | A. Once you create the object, could be an activator of any kind or an actor, or anything really, attach the RamaJRMasterScript script. | ||
Name this object something clear, like "sampleReferenceWithScriptInstance" | B. Name this object something clear, like "sampleReferenceWithScriptInstance" | ||
Now make the switch object, I used a dwarven button, you can use any activator you want. | C. Now make the switch object, I used a dwarven button, you can use any activator you want. | ||
Now attach the script RamaWorkingSCRIPT to the button/activator. | D. Now attach the script RamaWorkingSCRIPT to the button/activator. | ||
'''Now set the properties of the button/activator:''' | E. '''Now set the properties of the button/activator:''' | ||
msg = your sample message that you create that contains two %.f for use with the variables | msg = your sample message that you create that contains two %.f for use with the variables | ||
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If you follow all these steps you will now be able to access and modify variables from one script in another script. | If you follow all these steps you will now be able to access and modify variables from one script in another script. | ||
'''Example uses: | |||
''' | |||
1. keeping track of a total of enemies killed, where each enemy has a death script to increment a value in a master script | 1. keeping track of a total of enemies killed, where each enemy has a death script to increment a value in a master script | ||