If you need persistent packages just add them to the NPC's packages and set conditions on them. You can move the packages around in the tree with the arrow keys (something I learned a short time ago) so you can keep the amount of conditionals to a minimum. Packages are evaluated from top to bottom.
GECK Scripting Tutorials - Interest In and Ideas
- RoyBatty
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RoyBatty wrote:
[quote=RoyBatty]
If you need persistent packages just add them to the NPC's packages and set conditions on them. You can move the packages around in the tree with the arrow keys (something I learned a short time ago) so you can keep the amount of conditionals to a minimum. Packages are evaluated from top to bottom.
[/quote]
That'd be a little, err, conflicting. Adding packages to every NPC (damned if I know which NPC I'll want to have guarding my shelf of molerat meat and bloodied skulls)...Well, yeah.
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Well then just keep some
Well then just keep some variables in your quest script to check what NPC has a script package applied and re-apply them in a GetGameLoaded block. Variables in quest scripts are persistent.
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RoyBatty wrote:
[quote=RoyBatty]
Well then just keep some variables in your quest script to check what NPC has a script package applied and re-apply them in a GetGameLoaded block. Variables in quest scripts are persistent.
[/quote]
See, this is why I get my nutrition from tutorials. I never knew there was a GetGameLoaded thingymajigger, nor that quest script variables are persistent.
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- Puppettron
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probably like any other grib
probably like any other grib project. gets ideas going, gets somewhat started, finds something else to do and will come back to it eventually
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I had school projects and
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see? i was right
see? i was right