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[Sky] script triggering (spellcast)


LegacyCloud
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Problem: For the life of me I can not get this spell to fire and would really appreciate some assistance!

Goal: a lesser power which when used triggers an activator in a home cell (for remote access to outfit manager)

Here's what I have so far:

Scriptname _LC_outfit extends activemagiceffect

ObjectReference Property _DC_SortClothes Auto 

{Event OnEffectStart(Actor akTarget, Actor akCaster)

_DC_sortclothes.activate(akCaster)
Debug.Notification("Accessing Safehouse")

EndEvent}

This is assigned to an effect which is tied to a lesser power spell with Voice activation. The object reference has been set in the properties tab and everything compiles correctly but when the spell is cast in game nothing happens, not even the debug notification :(

I've no doubt that I am once again missing something really simple but in my hours of searching have not come up with any results so now turn to the TESA community for guidance! 

Should it be of consequence; the target object belongs to a seperate plugin (this spell is being made as an addon/patch for that plugin), however the origin .esp has been esmified and is confirmed as being recognized by this plugin as a master.

 

EDIT: so the issue was the parenthesis that mysteriously appeared around the code. Problem now is that it is not having the desired effect, since the activated object has it's own script which presents the player with a selection menu upon activation. Any ideas welcome^^

Edited by LegacyCloud
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On 3/2/2016 at 2:07 AM, LegacyCloud said:

Problem: For the life of me I can not get this spell to fire and would really appreciate some assistance!

Goal: a lesser power which when used triggers an activator in a home cell (for remote access to outfit manager)

Here's what I have so far:


Scriptname _LC_outfit extends activemagiceffect

ObjectReference Property _DC_SortClothes Auto 

{Event OnEffectStart(Actor akTarget, Actor akCaster)

_DC_sortclothes.activate(akCaster)
Debug.Notification("Accessing Safehouse")

EndEvent}

This is assigned to an effect which is tied to a lesser power spell with Voice activation. The object reference has been set in the properties tab and everything compiles correctly but when the spell is cast in game nothing happens, not even the debug notification :(

I've no doubt that I am once again missing something really simple but in my hours of searching have not come up with any results so now turn to the TESA community for guidance! 

Should it be of consequence; the target object belongs to a seperate plugin (this spell is being made as an addon/patch for that plugin), however the origin .esp has been esmified and is confirmed as being recognized by this plugin as a master.

 

EDIT: so the issue was the parenthesis that mysteriously appeared around the code. Problem now is that it is not having the desired effect, since the activated object has it's own script which presents the player with a selection menu upon activation. Any ideas welcome^^

Try this:

 

http://www.creationkit.com/BlockActivation_-_ObjectReference

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On 3/2/2016 at 2:07 AM, LegacyCloud said:

Problem: For the life of me I can not get this spell to fire and would really appreciate some assistance!

Goal: a lesser power which when used triggers an activator in a home cell (for remote access to outfit manager)

Here's what I have so far:


Scriptname _LC_outfit extends activemagiceffect

ObjectReference Property _DC_SortClothes Auto 

{Event OnEffectStart(Actor akTarget, Actor akCaster)

_DC_sortclothes.activate(akCaster)
Debug.Notification("Accessing Safehouse")

EndEvent}

This is assigned to an effect which is tied to a lesser power spell with Voice activation. The object reference has been set in the properties tab and everything compiles correctly but when the spell is cast in game nothing happens, not even the debug notification :(

I've no doubt that I am once again missing something really simple but in my hours of searching have not come up with any results so now turn to the TESA community for guidance! 

Should it be of consequence; the target object belongs to a seperate plugin (this spell is being made as an addon/patch for that plugin), however the origin .esp has been esmified and is confirmed as being recognized by this plugin as a master.

 

EDIT: so the issue was the parenthesis that mysteriously appeared around the code. Problem now is that it is not having the desired effect, since the activated object has it's own script which presents the player with a selection menu upon activation. Any ideas welcome^^

Try this:

 

http://www.creationkit.com/BlockActivation_-_ObjectReference

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