Question regarding Map Markers

Post » Sun Nov 18, 2012 9:15 pm

Dear people of the Bethesda forums,

I've been trying to activate a map marker after some dialogue has been finished. Using the following lines.

MapMarker.AddToMap()GetOwningQuest().SetObjectiveDisplayed(10)GetOwningQuest().SetStage(10)

But if I compile I get this warning
Starting 1 compile threads for 1 files...Compiling "TIF__0302D4B0"...c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__0302D4B0.psc(9,0): variable MapMarker is undefinedc:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__0302D4B0.psc(9,10): none is not a known user-defined typeNo output generated for TIF__0302D4B0, compilation failed.Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on TIF__0302D4B0

I have tried to set up a ObjectReference but I think I might have gone wrong there. In the Quest itself in the tab scripts, I have a script named zzQCourierVigilant (Wich is exactly the same as the name of the quest) wich has Property named MapMarker wich 'extends quest' with property type ObjectReference. And I have selected the map marker I wanted to activate with it.

That's all I have done. What am I missing here and what could I possibly do to fix this?

Thanks in advance!
- Rehn
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Darlene Delk
 
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Post » Mon Nov 19, 2012 4:35 am

Shameless bump, cause I really need some help!
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Romy Welsch
 
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Post » Mon Nov 19, 2012 2:37 am

Okay, just one last bump before I go cry in a corner.
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Floor Punch
 
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Post » Sun Nov 18, 2012 12:58 pm

If I'm understanding what you've done correctly, you need to either add MapMarker as a property to your dialogue fragment in order for that fragment to know what it is, or you could maybe try (GetOwningQuest() as YourQuestScriptName).MapMarker.AddToMap()...not sure that syntax will work.
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Andres Lechuga
 
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Post » Sun Nov 18, 2012 10:58 pm

And how would I add it to the dialogue fragment? I'm sorry if my questions are a bit noobieh, but this is ny first venture into the scripting of skyrim.
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Ross Thomas
 
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Post » Sun Nov 18, 2012 3:06 pm

So the dialogue window http://www.creationkit.com/File:TopicInfoWindowStart.png.

To the lower right, under "Script Name" you should have "TIF__0302D4B0.psc", yes? Click on that, then click on the "Properties" button to the right to open the Properties window. Add a property of type ObjectReference named MapMarker, and choose your marker from the list in the Properties window. Your original code should then compile, and work.

(The only difference from the Scripts tab of the main Quest window, is that you will not see the script name and the code for the property declaration in the dialogue fragment code.)
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Stephanie I
 
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Post » Sun Nov 18, 2012 11:20 pm

Thanks a lot! That completely solved my problem! You are officialy my hero now! :)
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Melissa De Thomasis
 
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