Difference between revisions of "Debug Scripts"

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35 bytes added ,  07:40, 15 November 2006
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imported>AdiBeiElderScrolls
imported>AdiBeiElderScrolls
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PickIdle My name is Bob</pre>
PickIdle My name is Bob</pre>


:Yep, in fact, thats what's also true. But the GetCurrentAIPackage worked this time like a return function ... so it didn't execute any code above the first occurrence of GetCurrentAIPackage due to the use of not using it correctly in a compare statement ... but using a valid package name ... just try (the package doesn't need to be related to the NPC)
:And in fact, thats what's also true. But the GetCurrentAIPackage worked this time like a return function ... so it didn't execute any code above the first occurrence of GetCurrentAIPackage due to not using it correctly in a compare statement ... but using a valid package name ... just try (the package doesn't need to be related to the NPC)


<pre>GetCurrentAIPackage "ValidPackageName"
<pre>GetCurrentAIPackage "ValidPackageName"
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EndIf</pre>
EndIf</pre>


:I used the following test sequence with an NPC not related to the used package to verify the problem. It turned out, that script could not be saved, if no valid package name was given. Also, it happened, that the script afterwards didn't seem to execute anymore. FramesRun stayed at value 1, even if talking to the NPC (activating)
:You may want to use the following test sequence with an NPC not related to the used package to verify the problem. You will notice, that the script can't be saved, if no valid package name is given. Also, it may happen, that the script afterwards won't execute anymore. In my case, FramesRun stayed at value 1, even if talking to the NPC - see details of my configuration below.


<pre>short FramesRun
<pre>short FramesRun

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