Difference between revisions of "Questions"
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→Resurrect Crash
imported>DragoonWraith (→Resurrect Crash: provide a reference, perhaps?) |
imported>Decoup |
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:::When I looked at those scripts, they all seemed to provide a specific target, so maybe that will make the script happy. The other possibilities are that Magic Scripts aren't meant to go on dead actors (though I doubt this, since I'm currently doing it in a mod I'm working on - but [and this is interesting] killing an enemy triggered the ScriptEffectFinish portion of my script, even though the script at least seemed to continue to work on the enemy's corpse), or else resurrect doesn't work on magic scripts (that seems [to me] like a bizarre limitation, but who knows?). --[[User:DragoonWraith|DragoonWraith]] 23:37, 27 May 2006 (EDT) | :::When I looked at those scripts, they all seemed to provide a specific target, so maybe that will make the script happy. The other possibilities are that Magic Scripts aren't meant to go on dead actors (though I doubt this, since I'm currently doing it in a mod I'm working on - but [and this is interesting] killing an enemy triggered the ScriptEffectFinish portion of my script, even though the script at least seemed to continue to work on the enemy's corpse), or else resurrect doesn't work on magic scripts (that seems [to me] like a bizarre limitation, but who knows?). --[[User:DragoonWraith|DragoonWraith]] 23:37, 27 May 2006 (EDT) | ||
<B>Problem Solved</B><br> | |||
I tried using the getself method before posting. Like many of the commands in this language not including a target applies the command to the calling object/actor. It turns out that the crash stopped when I added the optional flag. So my script is now | |||
<pre> | |||
Begin ScriptEffectStart | |||
Resurrect 1 | |||
End | |||
</pre> | |||
I have updated the description of the command on the wiki with a small note that the optional flag may be required in some instances to prevent the crash. But thanks for trying to help anyway.[[User:Decoup|Decoup]] 23:42, 27 May 2006 (EDT) | |||
==Determine Enemy== | ==Determine Enemy== |