Difference between revisions of "Using Complex Conditions"

From the Fallout3 GECK Wiki
Jump to navigation Jump to search
imported>Henning
m (None)
imported>Qazaaq
m (Reverted edits by RgKerns3 (talk) to last revision by Omzy)
 
Line 3: Line 3:
<p>When creating Mods for Fallout 3, at some point you'll probably run into conditions.  When something is given a condition, for example a Menu Button, it will only be used if its conditions evaluate to true.</p>
<p>When creating Mods for Fallout 3, at some point you'll probably run into conditions.  When something is given a condition, for example a Menu Button, it will only be used if its conditions evaluate to true.</p>


<p>Unfortunately, the conditions available don't always check what you'd like them to check. For example, checking if <span class="plainlinks">[http://www.psychicreviewonline.com/recommended-psychics.php <span style="color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;">top psychics</span>]</span> a reference variable is pointing to a specific reference. To get around this, you can check your condition in a quest script, and check the result of this in your condition with the GetQuestVariable condition. For example:</p>
<p>Unfortunately, the conditions available don't always check what you'd like them to check. For example, checking if a reference variable is pointing to a specific reference. To get around this, you can check your condition in a quest script, and check the result of this in your condition with the GetQuestVariable condition. For example:</p>


<pre>set rBuddyRefCheck to ExampleRef.rBuddyRef
<pre>set rBuddyRefCheck to ExampleRef.rBuddyRef

Latest revision as of 05:26, 30 November 2011

It has been suggested that this article is merged with Category:Conditions.
Further information might be found in a section of the discussion page.

When creating Mods for Fallout 3, at some point you'll probably run into conditions. When something is given a condition, for example a Menu Button, it will only be used if its conditions evaluate to true.

Unfortunately, the conditions available don't always check what you'd like them to check. For example, checking if a reference variable is pointing to a specific reference. To get around this, you can check your condition in a quest script, and check the result of this in your condition with the GetQuestVariable condition. For example:

set rBuddyRefCheck to ExampleRef.rBuddyRef
set sPointsToBuddyRef to rBuddyRefCheck.GetIsReference BuddyRef

Now, by checking that sPointsToBuddyRef is 1 with the GetQuestVariable condition, you can effectively check that ExampleRef.rBuddyRef is pointing to BuddyRef in your condition.

See Also[edit | edit source]