User:Niaht/Notes
So far everything here mostly refers to Quest Scripts. I'm in the process of creating some testing packages, and since I just want the scripts to run at start...
Looking for Information
I'm looking for FOUR good GMSTs to use for testing purposes. The test is in the form four ESPs that are intended to be installed and modified by OBMM, and then removed once testing is confirmed.
Qualifications are that changing these GMSTs won't do any real "damage" for any reason, and that they can be easily and clearly tested for.
Scripting
Functions
MessageBox: To display multiple message boxes in succession you must create a state machine, and check GetButtonPressed in between each messagebox call until you get a value larger than -1. Otherwise the second messagebox will override the first and kill the script.
Quirkyness can result, such as having a message box up with no mouse cursor. Use console mode to get a mouse cursor and clear the message box.
Variables
Declaring Variables
Script Global Variables
Variables can be set outside any block causing them to be Script Global. This means that once set to a value, they will remain set unless otherwise changed, until Oblivion is shut down.
What about when you save your game? What happens then?
Temporary Variables
Declaring a variable inside a block could be called 'declaring a temporary variable', since the variable will only exist during the scope of the current invocation. This is similar to how variable scope works in traditional programming languages.
Variable Initialization
Variables are initialized using the Set function.
If don't want your variable to be reinitialized on each script invocation, wrap your assignment statements in a conditional.
short init short myShort Begin BlockName If ( init == 0 ) Set myShort to 1 Set init to 1 EndIf
Variable Types
Reference Variables
Reference variable can not be set to just any function that returns a value.
ref refValue Set refValue to GetButtonPress
This will not work.
Quest
Blocks
Quest Functions
StopQuest - Modifies Player? (e.g. will set a variable in the savegame if saved)