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activaterref.activate, activaterref.enable commands not found in GECK


nzz074797

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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 01Vault1RadioSelectMsg

End

 

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.

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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
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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.
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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

I 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.

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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

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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.

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