Difference between revisions of "Talk:Global Scripts"
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Well, the plugin continually crashed when I tried my global script with the quest having no conditions at all. When I added a condition, to make it similar to the StartupQuest, the plugin worked flawlessly. There must be some kind of issue involved, though I don't really care enough about the details to worry about it. ;-) --[[User:JT|JT]] 21:36, 24 March 2006 (EST) | Well, the plugin continually crashed when I tried my global script with the quest having no conditions at all. When I added a condition, to make it similar to the StartupQuest, the plugin worked flawlessly. There must be some kind of issue involved, though I don't really care enough about the details to worry about it. ;-) | ||
Perhaps this is only an issue if the Quest starts enabled from the very beginning of the game? I've noticed that the quests that don't have conditions are enabled during dialogue/quests as the game proceeds. --[[User:JT|JT]] 21:36, 24 March 2006 (EST) |
Revision as of 21:37, 24 March 2006
--Kkuhlmann 20:27, 24 March 2006 (EST) Removed section about having to add a condition to a quest or the game will crash. Not true. There are plenty of quests without any conditions. If the game is crashing, it must be for some other reason (perhaps something in the script itself).
Well, the plugin continually crashed when I tried my global script with the quest having no conditions at all. When I added a condition, to make it similar to the StartupQuest, the plugin worked flawlessly. There must be some kind of issue involved, though I don't really care enough about the details to worry about it. ;-)
Perhaps this is only an issue if the Quest starts enabled from the very beginning of the game? I've noticed that the quests that don't have conditions are enabled during dialogue/quests as the game proceeds. --JT 21:36, 24 March 2006 (EST)