- Joined
- Apr 22, 2013
- Messages
- 731
- Reaction score
- 40
- First Language
- English
- Primarily Uses
I have some weaponry designed only for use when activated through a skill. Because these weapons are part of a robotic suit. The skill calls up a Common Event meant to either turn on the weapon or turn it off. The common event alone works fine. There are no errors inside of it. There is some conflict however, when I apply Fomars Individual Equipment script..
When I try to use the call/remove weapon skill to remove the weapon, instead of the common event removing the weapon, even though I do get the text "turning off weapon" which is neatly placed in the conditional branch necessary, it doesn't do this. It adds a duplicate instead.
http://cobbtocs.co.uk/wp/?p=148
When I try to use the call/remove weapon skill to remove the weapon, instead of the common event removing the weapon, even though I do get the text "turning off weapon" which is neatly placed in the conditional branch necessary, it doesn't do this. It adds a duplicate instead.
http://cobbtocs.co.uk/wp/?p=148
Last edited by a moderator:
