Using Complex Conditions
Revision as of 01:15, 30 November 2011 by imported>Henning (None)
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.