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 <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
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