GUnitXIII Posted November 22, 2015 Share Posted November 22, 2015 I'm trying to learn how to work with script on the Creation kit for Skyrim. I could use Oblivion's decently, but I can't figure Skyrims out at all.I've been changing it, comparing it to other, working scripts and editing it to try and make it work, but it seems like I can't get it to work right.I've changed it around a couple times, and I've finally gotten it to the point where it only gives one error. Basically, it's meant to make the object that's being activated dissappear if a specific item is equipped.If that item is not equipped, then it'll just display a short message.I figured it would be a pretty easy script to do, but it seems like it's not as simple as I thought it'd be. Scriptname LiftRock extends ObjectReference Armor Property GoldenGauntlets auto int Function IsEquipped(Form GoldenGauntlets) Native Event OnActivate(ObjectReference akActionRef)if (Game.GetPlayer().IsEquipped(GoldenGauntlets) >= 1)akActionRef.Disable(true)elseDebug.MessageBox("The rock is far too heavy to be lifted.")Endif endEvent I honestly don't even know what Armor Property is, but after looking up a couple scripts I thought it'd solve some of my errors, and it did.It's still giving me errors though, and I can't find any information on how to solve it: Starting 1 compile threads for 1 files...Compiling "LiftRock"...C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\LiftRock.psc(6,50): cannot relatively compare variables of type boolNo output generated for LiftRock, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on LiftRock Any help would be greatly appreciated. Link to comment Share on other sites More sharing options...
Ghaunadaur Posted November 22, 2015 Share Posted November 22, 2015 int Function IsEquipped(Form GoldenGauntlets) NativeRemove this line. if (Game.GetPlayer().IsEquipped(GoldenGauntlets) >= 1)Change this line toif Game.GetPlayer().IsEquipped(GoldenGauntlets) akActionRef.Disable(true)Change this line toDisable(true)You don't want the player to get disabled. After the script is added and and compiled, you will need to open the properties windows and fill the property to point at the gauntlet object. Link to comment Share on other sites More sharing options...
GUnitXIII Posted November 22, 2015 Author Share Posted November 22, 2015 Thank you very much for the response, I tested it in-game and it worked just fine. Link to comment Share on other sites More sharing options...
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