I have pre-defined this alias in the editor, and have story manager handle setting it on an event I have specified, no problem there.
I have a script on said alias, and that is where the problem is occurring. I want to be able to pass the BlockActivation() command to the alias through its script. Here is what I have so far:
Scriptname phiTame_S1P1AliasScript extends AliasphiTame_S1P1Script Property phiTame_S1P1 auto ; reference to the parent quest/scriptReferenceAlias Property phiS1P1Alias auto ; set to this alias manually in the editorMessage Property phiReanimate auto ; simple 3-button message set in editorphiS1P1Alias.BlockActivation()Event OnActivate(ObjectReference akActionRef) Actor phiActor = phiS1P1Alias.GetActorReference() as Actor int ibutton = phiReanimate.Show() if (ibutton != -1) if (ibutton == 0) phiS1P1Alias.Clear() phiTame_S1P1.Stop() elseif (ibutton == 1) phiActor.Resurrect() elseif (ibutton == 2) endif endifEndEvent
I thought I should be able to call BlockActivation() directly on the alias since it wants an object reference and the alias is itself a reference alias. I also tried casting the alias as an object with no luck.
Here's the real funny thing. If I take out that one line the rest of the script compiles, but when I activate the alias in-game I get the message "You must have a pickaxe to do that!"
Is there some undocumented bug about activation and alias references that are actors?
Basically, I want to be able to prevent the player from looting all their minions stuff every time they die before being resurrected, so you can't just sit there chain-killing them getting rich!
