Difference between revisions of "User talk:Shademe"

Jump to navigation Jump to search
563 bytes added ,  02:35, 16 October 2008
→‎Answered Questions: You could use the token to define the quest variables depending on what the player is doing.
imported>Shademe
(→‎Answered Questions: A Quest script ?)
imported>Antares
(→‎Answered Questions: You could use the token to define the quest variables depending on what the player is doing.)
Line 64: Line 64:


:I'm running this from a token.( I just remembered what I read last night in the modding terminology article :E ) Maybe if I ported it to a quest script, you (are saying) it will work ? And as far as the ref. variable clearing goes, I suppose you are right. The weapon was probably spawned from a LLst. -- [[User:Shademe|shademe]] 03:29, 16 October 2008 (EDT)
:I'm running this from a token.( I just remembered what I read last night in the modding terminology article :E ) Maybe if I ported it to a quest script, you (are saying) it will work ? And as far as the ref. variable clearing goes, I suppose you are right. The weapon was probably spawned from a LLst. -- [[User:Shademe|shademe]] 03:29, 16 October 2008 (EDT)
::Ah tokens, I am new to those myself, I attempted my first one yesterday afternoon, took me all last night and most of this afternoon to iron out the kinks, anyway. I am not sure of a tokens capability to affect something (kinda) dynamic outside of the player in that way. A quest script could force the player to drop the aforementioned weapon and retain its reference. Shouldn't have any troubles pms-ing after that.
::You could keep the token and use it to dictate any variables in the quest script.
::--[[User:Antares|Antares]] 03:35, 16 October 2008 (EDT)


== Creating a New Article, and other Wiki issues ==
== Creating a New Article, and other Wiki issues ==
Anonymous user

Navigation menu