Difference between revisions of "Talk:RemoveItem"
Jump to navigation
Jump to search
thoughts on command acting as a return
imported>QQuix (→Removing torches: Additional comments) |
imported>Puf the majic dragon (thoughts on command acting as a return) |
||
Line 123: | Line 123: | ||
::It only happens with Player.CreateFullActorCopy. Weird, because, in one hand, I know it is not just me (I've found this while helping Sornan at Beth Forums and this fixed his problem). On the other hand, the vanilla player statue script uses just one RemoveItem function and I don't see a horde of players complaining their statue is holding a torch! Go figure. [[User:QQuix|QQuix]] 10:22, 3 September 2009 (EDT) | ::It only happens with Player.CreateFullActorCopy. Weird, because, in one hand, I know it is not just me (I've found this while helping Sornan at Beth Forums and this fixed his problem). On the other hand, the vanilla player statue script uses just one RemoveItem function and I don't see a horde of players complaining their statue is holding a torch! Go figure. [[User:QQuix|QQuix]] 10:22, 3 September 2009 (EDT) | ||
== Acts as Return if ObjectID is invalid == | |||
So I've been having problems with this command acting as a return, and it seems if in "RemoveItem oItem count" oItem is not a valid reference, RemoveItem acts as a return and the script fizzles. For instance setting oItem to GetInventoryObject 20 when there are only 10 objects in the container, RemoveItem dies. However, if I use "RemoveItem SoulGem5Grand5GrandSoul 1", even if there are no grand soul gems in the container, the script continues. This seems like rather predictable and understandable behavior, but I wasn't expecting it. It might be worth a note in the article. |