TeapotMan112 Posted August 20 Share Posted August 20 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." Link to comment Share on other sites More sharing options...
sullyvanj93 Posted August 20 Share Posted August 20 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. Link to comment Share on other sites More sharing options...
madmongo Posted August 20 Share Posted August 20 Don't start ref IDs with a number. It works for some things but not for others. Best to avoid it completely. Link to comment Share on other sites More sharing options...
TeapotMan112 Posted August 21 Author Share Posted August 21 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. Link to comment Share on other sites More sharing options...
laclongquan Posted August 22 Share Posted August 22 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 Link to comment Share on other sites More sharing options...
AaronOfMpls Posted August 22 Share Posted August 22 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. Link to comment Share on other sites More sharing options...
laclongquan Posted August 24 Share Posted August 24 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. Link to comment Share on other sites More sharing options...
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