Canderis Posted August 4, 2008 Share Posted August 4, 2008 my script wont work please tell me why // ST: st_startstore.nss void main() { object oStore = GetObjectByTag("mandomerch001"); object oSpeaker = GetPCSpeaker(); if (!GetIsObjectValid(oStore)) oStore = CreateObject(OBJECT_TYPE_STORE, "mandomerch001", GetLocation(OBJECT_SELF)); if (GetIsObjectValid(oStore)) DelayCommand(0.5, OpenStore(oStore, oSpeaker)); } i followd the merchant tut Link to comment Share on other sites More sharing options...
EnderWiggin Posted August 4, 2008 Share Posted August 4, 2008 {snip} void main() { object oStore = GetObjectByTag("SHOP_TAG_HERE"); object oSpeaker = GetPCSpeaker(); if (!GetIsObjectValid(oStore)) oStore = CreateObject(OBJECT_TYPE_STORE, "SHOP_TAG_HERE", GetLocation(OBJECT_SELF)); if (GetIsObjectValid(oStore)) DelayCommand(0.5, OpenStore(oStore, oSpeaker)); } That's the right script, it seems. I think that your tag must be wrong. If you're unsure what your tag is, post a screenshot of the file. _EW_ Link to comment Share on other sites More sharing options...
Canderis Posted August 4, 2008 Author Share Posted August 4, 2008 i know what the tag is but tag of...? Link to comment Share on other sites More sharing options...
EnderWiggin Posted August 4, 2008 Share Posted August 4, 2008 i know what the tag is but tag of...? The *.utm file of your store. _EW_ Link to comment Share on other sites More sharing options...
Canderis Posted August 4, 2008 Author Share Posted August 4, 2008 thats what i had but the script wouldent fire Link to comment Share on other sites More sharing options...
EnderWiggin Posted August 4, 2008 Share Posted August 4, 2008 Are you sure? Can you post a screenshot of the tag? The script isn't the problem. Are you compiling the script? Are you putting the script in your override? Are you attaching the script to a dialog? _EW_ Link to comment Share on other sites More sharing options...
Istorian Posted August 4, 2008 Share Posted August 4, 2008 Canderis, you probably haven't attached the script to a dialogue node. Oh, and I have to say one thing to you: Now that EW is dealing with your problem, it will be solved, no matter what...Way to go, EW;) |I| Link to comment Share on other sites More sharing options...
Canderis Posted August 4, 2008 Author Share Posted August 4, 2008 its attached to the dialog the tag is right dlg file Link to comment Share on other sites More sharing options...
Istorian Posted August 4, 2008 Share Posted August 4, 2008 Well, your script is named "st_startstore", and in the dialogue you have "st_startstore001". That's why the store doesn't open;) |I| Link to comment Share on other sites More sharing options...
Canderis Posted August 4, 2008 Author Share Posted August 4, 2008 i never posted the name did i? Link to comment Share on other sites More sharing options...
Istorian Posted August 4, 2008 Share Posted August 4, 2008 I saw the name from your script in the first post! |I| Link to comment Share on other sites More sharing options...
Canderis Posted August 4, 2008 Author Share Posted August 4, 2008 well ill try renaming it do i put it in the override or in the .mod file? Link to comment Share on other sites More sharing options...
EnderWiggin Posted August 4, 2008 Share Posted August 4, 2008 No, you didn't. But that's what the stoffe named her script, which is the script you are using. And try putting it in a blank node (like make a new struct spoken by the NPC, leave it blank, and then put the script there.) I'm not sure if that will work, but I know it's something that I always abide by. _EW_ Link to comment Share on other sites More sharing options...
Canderis Posted August 4, 2008 Author Share Posted August 4, 2008 well do i put the script in override or in the .mod file?? Link to comment Share on other sites More sharing options...
Istorian Posted August 4, 2008 Share Posted August 4, 2008 .mod file.... |I| Link to comment Share on other sites More sharing options...
EnderWiggin Posted August 4, 2008 Share Posted August 4, 2008 That depends. If you have a mod file, then yes, it goes in your mod file. Pack everything in there and try again. _EW_ Link to comment Share on other sites More sharing options...
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