Difference between revisions of "Using Complex Conditions"
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Reverted edits by RgKerns3 (talk) to last revision by Omzy
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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 | <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 |