Workaround GetGameLoaded Not working

Post » Sun Jun 24, 2012 10:13 am

So, I've been led onto the idea of using the unsaved actor values to detect when a game is loaded, but the provided function:

Bool Function bGetGameLoaded(Actor akActor)	If akActor.GetActorValue("BrainCondition")		akActor.SetActorValue("BrainCondition", 0)		Return True	Else		Return False	EndIfEndFunction

Despite me trying everything I can think of, does not work.

Spoiler
scriptname aaTKEconPlayerTracker extends QuestImport SKSELocation property WhiterunHold  AutoLocation property RiftenHold	AutoLocation property MarkarthHold  AutoLocation property SolitudeHold  AutoLocation property WindhelmHold  AutoLocation property MorthalHold   AutoLocation property DawnstarHold  AutoLocation property Winterhold	AutoLocation property FalkreathHold AutoActor property EOSDummyActorREF AutoGlobalVariable property InitDone AutoGlobalVariable property IsWorking AutoMiscObject property EOSCoinOfOmnipotence AutoActor playerLocation PlayerCurrentLocFloat SKSEReleaseState Busy	;Do NothingEndStateEvent OnUpdate()	player = game.getPlayer()		If IsWorking.GetValueInt() == 1		Return	Else		bGetGameLoaded(EOSDummyActorREF)		If bGetGameLoaded(EOSDummyActorRef)		SKSERelease = GetVersion() + GetVersionMinor() * 0.01 + GetVersionBeta() * 0.0001		Debug.Notification("GetGameLoaded()")		If Player.IsInLocation(WhiterunHold)			GoToState("Busy")			PlayerCurrentLoc = WhiterunHold			IsWorking.SetValueInt(1)			((Self as Quest) as aaTKEconUpdatesWhiterun).WhiterunUpdate()			IsWorking.SetValueInt(0)			GoToState("")		ElseIf Player.IsInLocation(RiftenHold)			GoToState("Busy")			PlayerCurrentLoc = RiftenHold			IsWorking.SetValueInt(1)			((Self as Quest) as aaTKEconUpdatesRiften).RiftenUpdate()			IsWorking.SetValueInt(0)			GoToState("")		ElseIf Player.IsInLocation(MarkarthHold)			GoToState("Busy")			PlayerCurrentLoc = MarkarthHold			IsWorking.SetValueInt(1)			((Self as Quest) as aaTKEconUpdatesMarkarth).MarkarthUpdate()			IsWorking.SetValueInt(0)			GoToState("")		ElseIf Player.IsInLocation(WindhelmHold)			GoToState("Busy")			PlayerCurrentLoc = WindhelmHold			IsWorking.SetValueInt(1)			((Self as Quest) as aaTKEconUpdatesWindhelm).WindhelmUpdate()			IsWorking.SetValueInt(0)			GoToState("")		ElseIf Player.IsInLocation(SolitudeHold)			GoToState("Busy")			PlayerCurrentLoc = SolitudeHold			IsWorking.SetValueInt(1)			((Self as Quest) as aaTKEconUpdatesSolitude).SolitudeUpdate()			IsWorking.SetValueInt(0)			GoToState("")		ElseIf Player.IsInLocation(FalkreathHold)			GoToState("Busy")			PlayerCurrentLoc = FalkreathHold			IsWorking.SetValueInt(1)			((Self as Quest) as aaTKEconUpdatesFalkreath).FalkreathUpdate()			IsWorking.SetValueInt(0)			GoToState("")		ElseIf Player.IsInLocation(MorthalHold)			GoToState("Busy")			PlayerCurrentLoc = MorthalHold			IsWorking.SetValueInt(1)			((Self as Quest) as aaTKEconUpdatesMorthal).MorthalUpdate()			IsWorking.SetValueInt(0)			GoToState("")		ElseIf Player.IsInLocation(DawnstarHold)			GoToState("Busy")			PlayerCurrentLoc = DawnstarHold			IsWorking.SetValueInt(1)			((Self as Quest) as aaTKEconUpdatesDawnstar).DawnstarUpdate()			IsWorking.SetValueInt(0)			GoToState("")		ElseIf Player.IsInLocation(Winterhold)						GoToState("Busy")			PlayerCurrentLoc = Winterhold			IsWorking.SetValueInt(1)			((Self as Quest) as aaTKEconUpdatesWinterhold).WinterholdUpdate()			IsWorking.SetValueInt(0)			GoToState("")		EndIf	EndIf		If player.GetItemCount(EOSCoinOfOmnipotence) != 1		Int Count = player.GetItemCount(EOSCoinOfOmnipotence)		player.RemoveItem(EOSCoinOfOmnipotence, Count, 1)		player.AddItem(EOSCoinOfOmnipotence, 1, 1)	EndIf	If IsWorking.GetValueInt() == 1		Return	Else			If Player.IsInLocation(WhiterunHold)		If PlayerCurrentLoc == WhiterunHold			RegisterForSingleUpdate(1)			Return		Else			GoToState("Busy")			IsWorking.SetValueInt(1)			PlayerCurrentLoc = WhiterunHold			((Self as Quest) as aaTKEconUpdatesWhiterun).WhiterunUpdate()			GoToState("")			IsWorking.SetValueInt(0)			RegisterForSingleUpdate(1)		EndIf	ElseIf Player.IsInLocation(RiftenHold)		If PlayerCurrentLoc == RiftenHold			RegisterForSingleUpdate(1)			Return		Else			GoToState("Busy")			IsWorking.SetValueInt(1)			PlayerCurrentLoc = RiftenHold			((Self as Quest) as aaTKEconUpdatesRiften).RiftenUpdate()			GoToState("")			IsWorking.SetValueInt(0)			RegisterForSingleUpdate(1)		EndIf	ElseIf Player.IsInLocation(MarkarthHold)		If PlayerCurrentLoc == MarkarthHold			RegisterForSingleUpdate(1)			Return		Else			GoToState("Busy")			IsWorking.SetValueInt(1)			PlayerCurrentLoc = MarkarthHold			((Self as Quest) as aaTKEconUpdatesMarkarth).MarkarthUpdate()			GoToState("")			IsWorking.SetValueInt(0)			RegisterForSingleUpdate(1)		EndIf	ElseIf Player.IsInLocation(WindhelmHold)		If PlayerCurrentLoc == WindhelmHold			RegisterForSingleUpdate(1)			Return		Else			GoToState("Busy")			IsWorking.SetValueInt(1)			PlayerCurrentLoc = WindhelmHold			((Self as Quest) as aaTKEconUpdatesWindhelm).WindhelmUpdate()			GoToState("")			IsWorking.SetValueInt(0)			RegisterForSingleUpdate(1)		EndIf	ElseIf Player.IsInLocation(SolitudeHold)		If PlayerCurrentLoc == SolitudeHold			RegisterForSingleUpdate(1)			Return		Else			GoToState("Busy")			IsWorking.SetValueInt(1)			PlayerCurrentLoc = SolitudeHold			((Self as Quest) as aaTKEconUpdatesSolitude).SolitudeUpdate()			GoToState("")			IsWorking.SetValueInt(0)			RegisterForSingleUpdate(1)		EndIf	ElseIf Player.IsInLocation(FalkreathHold)		If PlayerCurrentLoc == FalkreathHold			RegisterForSingleUpdate(1)			Return		Else			GoToState("Busy")			IsWorking.SetValueInt(1)			PlayerCurrentLoc = FalkreathHold			((Self as Quest) as aaTKEconUpdatesFalkreath).FalkreathUpdate()			GoToState("")			IsWorking.SetValueInt(0)			RegisterForSingleUpdate(1)		EndIf	ElseIf Player.IsInLocation(MorthalHold)		If PlayerCurrentLoc == MorthalHold			RegisterForSingleUpdate(1)			Return		Else			GoToState("Busy")			IsWorking.SetValueInt(1)			PlayerCurrentLoc = MorthalHold			((Self as Quest) as aaTKEconUpdatesMorthal).MorthalUpdate()			GoToState("")			IsWorking.SetValueInt(0)			RegisterForSingleUpdate(1)		EndIf	ElseIf Player.IsInLocation(DawnstarHold)		If PlayerCurrentLoc == DawnstarHold			RegisterForSingleUpdate(1)			Return		Else			GoToState("Busy")			IsWorking.SetValueInt(1)			PlayerCurrentLoc = DawnstarHold			((Self as Quest) as aaTKEconUpdatesDawnstar).DawnstarUpdate()			GoToState("")			IsWorking.SetValueInt(0)			RegisterForSingleUpdate(1)		EndIf	ElseIf Player.IsInLocation(Winterhold)		If PlayerCurrentLoc == Winterhold			RegisterForSingleUpdate(1)			Return		Else						GoToState("Busy")			IsWorking.SetValueInt(1)			PlayerCurrentLoc = Winterhold			((Self as Quest) as aaTKEconUpdatesWinterhold).WinterholdUpdate()			GoToState("")			IsWorking.SetValueInt(0)			RegisterForSingleUpdate(1)		EndIf	EndIf		EndIf	EndIfEndEventFunction StartTracking()	RegisterForSingleUpdate(1)	EndFunctionBool Function bGetGameLoaded(Actor akActor)	If akActor.GetActorValue("BrainCondition")		akActor.SetActorValue("BrainCondition", 0)		Return True	Else		Return False	EndIfEndFunction

I am out of ideas as to why it isn't doing what its supposed to. Is there anything I'm missing here?
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Sun Jun 24, 2012 1:32 am

Aaaand, what do ya know. As seems to be the norm for me, the moment I decide to admit defeat, the Creation Kit finally gives.

I really love this game sometimes....
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Sarah Evason
 
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Joined: Mon Nov 13, 2006 10:47 pm

Post » Sun Jun 24, 2012 6:07 am

Closed by request.
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Adam Kriner
 
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Joined: Mon Aug 06, 2007 2:30 am


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