Using Complex Conditions

From the Fallout3 GECK Wiki
Revision as of 05:26, 30 November 2011 by imported>Qazaaq (Reverted edits by RgKerns3 (talk) to last revision by Omzy)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
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