Difference between revisions of "Cross Script Variables"
Got rid of quote requirement statements and quotes.
imported>Bruneauinfo |
imported>Bruneauinfo (Got rid of quote requirement statements and quotes.) |
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begin onActivate | begin onActivate | ||
set | set MyQuest.refVar to ObjectReference ; or some reference variable | ||
set | set MyQuest.floatVar to 1234567890 ; or some float variable | ||
set | set MyQuest.ShortVar to 2012 ; or some integer variable | ||
end | end | ||
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That's it! Now associate this script with some object that can be "activated". When the player or an actor activates the object the values listed above will be assigned to the script variables in the quest script. | That's it! Now associate this script with some object that can be "activated". When the player or an actor activates the object the values listed above will be assigned to the script variables in the quest script. | ||
=== Reading a Value === | === Reading a Value === | ||
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begin OnActivate | begin OnActivate | ||
set refVarRetrieved to | set refVarRetrieved to MyQuest.refVar | ||
set floatVarRetrieved to | set floatVarRetrieved to MyQuest.floatVar | ||
set ShortVarRetrieved to | set ShortVarRetrieved to MyQuest.ShortVar | ||
MessageBoxEx "See my reference: %n See my float: %g See my integer: %.0f", refVarRetrieved, floatVarRetrieved, ShortVarRetrieved | MessageBoxEx "See my reference: %n See my float: %g See my integer: %.0f", refVarRetrieved, floatVarRetrieved, ShortVarRetrieved | ||
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</pre> | </pre> | ||
If you use this script exactly as written the message box will show the name of your reference rather than the reference. See [[MessageBoxEx]] for more. But the reference value is there and ready to use. | |||
== Practical Applications == | == Practical Applications == |