User talk:D2k204

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Common Bugs SuggestionEdit

Hey,

Your suggestion for the RemoveItem bug in the Common Bugs page does not work - Goto does not work with Labels that appear before the Goto. While your contributions are appreciated, please test your suggestions before adding them to pages.

Thank you.
Dragoon Wraith TALK 06:33, 16 October 2009 (EDT)

Well, your particular code wouldn't do anything; it would reach the Goto, not know of any Label 100 (because it hasn't reached that line yet), and then just continue and reach the Label as normal. Why are you trying to skip the endif, anyway? That doesn't actually do anything.
Dragoon Wraith TALK 18:15, 16 October 2009 (EDT)
OK, going through your script...
  1. In D2kBookQuest, I'm pretty sure using Begin GameMode || MenuMode doesn't work. I think it just uses GameMode. Have you tested it in both modes?
  2. You're using Label/Goto as intended - you use Goto to go back to a previous Label. What I was saying is that you cannot use Goto for a Label that occurs later in the script (which is what your example had). Also, what's going on here doesn't have anything to do with the RemoveItem bug being discussed in the Common Bugs page, it's just a pretty typical use of Label/Goto. I think you may be confused about something?
Anyway, I'm happy to help out, if you are confused. Do you have any questions?
Dragoon Wraith TALK 21:31, 16 October 2009 (EDT)

changes to IsQuestItemEdit

Are you certain your changes to IsQuestItem are correct? I think you may be confusing ref variables with references. ref is a variable type that can store a formID, in most cases this is either:

  • A reference ID, which is a form ID that refers to one specific 3D instance of an object. For example; a sword standing against the wall at the smithy.
  • An object ID, which is a form ID that refers to a template for references. For example SteelLongsword (not sure this is the correct ID); this is the template for all steel longsword instances in the 3D world.

Note that inventory items are neither, they don't exist as a 3D model in the game world, but they are somewhat like an instance. Let's leave them out of this.

IsQuestItem is supposed to work on both references and objects. So if you have a specific reference of which you'd like to know if it's a quest item you call the function like this:

reference.IsQuestItem

You could get references from GetFirstRef/GetNextRef for example.

If you know the object ID you'd call IsQuestItem like this:

IsQuestItem objectID

You could get an ObjectID from GetEquippedObject for example.

So, are you sure IsQuestItem works the way it says in the article now?
--Qazaaq 14:42, 16 October 2009 (EDT)

A while ago I started an article that explains the syntax notation here on the Wiki; appropriately named syntax. It's not yet complete, but is that what you're looking for? If not, then I'm sure it's explained in the OBSE documentation. It should (also) be on the Wiki though.
You're complaint is legit. It's one of those things we, the regular editors, don't notice. We already know how the syntax works. We get feedback about this very rarely, and it's even rarer that missing information is added. Because most of the time we don't know where users expect to find it. I hope you can help with this.
On the GECK Wiki we have a help link, next to the Syntax header, which links to the syntax help page (Example). I'd like to introduce this here as well, but I haven't had the time to do so. Do you think this is enough to instruct new scripters? Would you have noticed a help link next to the Syntax header?
--Qazaaq 15:40, 24 October 2009 (EDT)
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