TeapotMan112 Posted August 20, 2024 Posted August 20, 2024 Ive been trying to figure out how to use enable/disable scripts by looking at some examples, but I still can't figure it out Basically I'm trying to disable the FXElectricArc01 called 7arch1, but it says "Script command "7arch1.disable" not found."
sullyvanj93 Posted August 20, 2024 Posted August 20, 2024 good practice to add "ref" at the end of every reference ID to differentiate the base IDs from the ref IDs. Your script command is accurate in itself, but it might be trying to disable a baseID instead of your ref because of that? I'm not sure how it would let you save your ref ID if it was a duplicate, but maybe just try adding the "ref" at the end, saving your reference, then try calling it properly in the script and see if that fixes your error (or gives you another one). But like I said, your "refID.disable" in itself is correct.
madmongo Posted August 20, 2024 Posted August 20, 2024 Don't start ref IDs with a number. It works for some things but not for others. Best to avoid it completely.
TeapotMan112 Posted August 21, 2024 Author Posted August 21, 2024 12 hours ago, madmongo said: Don't start ref IDs with a number. It works for some things but not for others. Best to avoid it completely. Thank you, this was the problem.
laclongquan Posted August 22, 2024 Posted August 22, 2024 Use a combo of letter to designate your content mod. For example T(ea)P(ot)M(an)originalbaseID. This would be easier to figure out which is your content, and which is original or other mods (in case you messed with a common module like TTW or FNC etc). It would look easier to recognize at 1st glance instead of checking id number, Beside, if you change vanilla assets it wouldnt show in number. 1
AaronOfMpls Posted August 22, 2024 Posted August 22, 2024 8 hours ago, laclongquan said: Use a combo of letter to designate your content mod. For example T(ea)P(ot)M(an)originalbaseID. This would be easier to figure out which is your content, and which is original or other mods Yup, most mod content I've created has AoM in the name for that reason, no matter what game I've made it for.
laclongquan Posted August 24, 2024 Posted August 24, 2024 Sometimes I go crazy and use a too bloody long id. Havent met troubles with it though. Although, if you duplicate carelessly and the id is like originalidrefDuplicate000 the way it sometimes happen when we duplicate a bunch of things, it might cause troubles. The part ...Duplicate000 sometimes get ignored by game engine and cause some bugs. It's inconsistent, though.
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