You must create a loop to cycle through all the Party members one by one and set the variable on each member. Here I will show you an example of how to Set a Varaible named "KILLED_BOSS" to a value of 1, within a conversation "Actions Taken" node. void main() { object oPC = GetPCSpeaker(); if(!GetIsPC(oPC))return; object oPartyM = GetFirstFactionMember(oPC); // If not in party avoid loop if(!GetIsObjectValid(oPartyM)) { SetLocalInt(oPartyM,"KILLED_BOSS",1); return; } while(GetIsObjectValid(oPartyM)) { SetLocalInt(oPartyM,"KILLED_BOSS",1); oPartyM = GetNextFactionMember(oPC); } }
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rdfs:label
| - Set a variable on a PC and party
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rdfs:comment
| - You must create a loop to cycle through all the Party members one by one and set the variable on each member. Here I will show you an example of how to Set a Varaible named "KILLED_BOSS" to a value of 1, within a conversation "Actions Taken" node. void main() { object oPC = GetPCSpeaker(); if(!GetIsPC(oPC))return; object oPartyM = GetFirstFactionMember(oPC); // If not in party avoid loop if(!GetIsObjectValid(oPartyM)) { SetLocalInt(oPartyM,"KILLED_BOSS",1); return; } while(GetIsObjectValid(oPartyM)) { SetLocalInt(oPartyM,"KILLED_BOSS",1); oPartyM = GetNextFactionMember(oPC); } }
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dcterms:subject
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abstract
| - You must create a loop to cycle through all the Party members one by one and set the variable on each member. Here I will show you an example of how to Set a Varaible named "KILLED_BOSS" to a value of 1, within a conversation "Actions Taken" node. void main() { object oPC = GetPCSpeaker(); if(!GetIsPC(oPC))return; object oPartyM = GetFirstFactionMember(oPC); // If not in party avoid loop if(!GetIsObjectValid(oPartyM)) { SetLocalInt(oPartyM,"KILLED_BOSS",1); return; } while(GetIsObjectValid(oPartyM)) { SetLocalInt(oPartyM,"KILLED_BOSS",1); oPartyM = GetNextFactionMember(oPC); } } Object oPC can be changed to anything you might need to loop the party, for example, if on a OnEnter of a trigger, use GetEnteringObject() If this is on a OnDeath of a creature, use either GetLastKiller() or GetLastHostileActor().
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