Difference between revisions of "Using Complex Conditions"

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<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 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 <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>


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

Revision as of 01:15, 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 top psychics 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