jedp15 Posted June 30 Share Posted June 30 Hey, just need some script help for this new "workbench" activator I'm working on. Basically, I'm trying to set it up so that 1 of 3 different prompts will play, depending on the player's Survival skill. Here's the logic: 1) If user is the player (not an NPC) & their survival skill is >=50 activate workbench; show message 1 (if skill 50-74) or message 2 (if skill >75); show recipe menu 2) If user is the player (not an NPC) & their survival skill is <50 show message 3 (that they're dumb & can't use it basically) 3) If user is an NPC NPC activates the workbench Here's the script I wrote: scn Mortarpestlescript ref CrusherActivate ref User Begin OnActivate set User to GetActionRef if GetActionRef == Player if player.GetActorValue Survival >= 50 && CrusherActivate < 1 set CrusherActivate to 1 if player.GetActorValue Survival >= 75 ShowMessage aaEldaelMortarpestleMessage else ShowMessage aaEldaelMortarpestleMessageSMed endif player.showrecipemenu aaEldaelMortarPestle else ShowMessage aaEldaelMortarpestleMessageSLow endif else User.Activate endif end --------------------------------------------------------------------------------- I'm getting this error in the GECK: "Too few variables in MessageBox parameters; expected 1, found 0" I have no idea why it's showing this error and I'm unable to save the script. Any help is greatly appreciated! Link to comment Share on other sites More sharing options...
jedp15 Posted July 1 Author Share Posted July 1 Figured it out: I had a % sign in one of the messages instead of %%. Apart from that, what do you think of the script? Link to comment Share on other sites More sharing options...
Recommended Posts