nzz074797 Posted April 1, 2011 Share Posted April 1, 2011 I have tried everything I can think of and cannot figure out the issue. Valid objects with persistent ref. Trying to use ref.activate ref.enable in GECK and it won't save the scripts cause it says command not found. example part of script:scn 01Vault1RadioSelectHQScript short button Begin OnActivate ShowMessage 01Vault1RadioSelectMsgEnd Begin GameMode set Button to GetButtonPressed if button == 0 if 01VaultRadioHQAdmSuiGalaxyActive.GetDisabled == 0 01VaultCuppaJoeGalaxy.activate Player GECK would say that command "01Vault1CuppaJoeGalaxy.activate" not found and then not allow me to save. If it is already there it would compile and does for many other scripts without issue but will not allow me to edit and then save. Tried to use FO3edit and for writing or inserting scripts I have not gotten it to work nice either. One liners or small edits no problem but on multiple page scripts it's just too hard to do in a single line in FO3edit.Any help on getting GECK to recognize these like the online help says are normally available would be appreciated. Link to comment Share on other sites More sharing options...
Skevitj Posted April 1, 2011 Share Posted April 1, 2011 Is 01Vault... the Object ID of the activator, or the name given to the persistent reference in the game-world? enable/disable/activate will all fail if called on a base reference, instead of a dynamic one. I'm not sure if it generates a compile error though, but it should. There is nothing else obviously wrong with the script though Link to comment Share on other sites More sharing options...
rickerhk Posted April 1, 2011 Share Posted April 1, 2011 Never use numbers at the beginning of your script or reference names or any item that you want to reference with a script or you will have problems. The script compiler is interpreting 01VaultRadioHQAdmSuiGalaxyActive to be a formID number instead of a reference, for example. Link to comment Share on other sites More sharing options...
nzz074797 Posted April 1, 2011 Author Share Posted April 1, 2011 Is 01Vault... the Object ID of the activator, or the name given to the persistent reference in the game-world? enable/disable/activate will all fail if called on a base reference, instead of a dynamic one. I'm not sure if it generates a compile error though, but it should. There is nothing else obviously wrong with the script thoughI will look at that and try removing the pre numbers as well. It was just a way for me to keep all of the objects for my vault in one location/group. 01Vault1RadioHQAdmSuiGalaxy01 is the editor ID of a radio object. Type activator persistent ref. Link to comment Share on other sites More sharing options...
nzz074797 Posted April 1, 2011 Author Share Posted April 1, 2011 Never use numbers at the beginning of your script or reference names or any item that you want to reference with a script or you will have problems. The script compiler is interpreting 01VaultRadioHQAdmSuiGalaxyActive to be a formID number instead of a reference, for example.Amazing. TY that was exactly the problem. Can you say programming error? Anyway TY and Brisa thanks you cause she was getting tired of sitting right next to me to listen to my pipboy! LOL Link to comment Share on other sites More sharing options...
luthienanarion Posted April 2, 2011 Share Posted April 2, 2011 Never use numbers at the beginning of your script or reference names or any item that you want to reference with a script or you will have problems. The script compiler is interpreting 01VaultRadioHQAdmSuiGalaxyActive to be a formID number instead of a reference, for example. This is awesome advice. Bethesda tools are generally not well-documented. Link to comment Share on other sites More sharing options...
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