Spudscorner Posted June 9, 2007 Share Posted June 9, 2007 I was wondering if some one could look at this and point me in the right direction, scriptname 00ishSecretRoom begin OnActivate if IsActionRef player == 1 00ishDoorBamboo07.Activate player 1 00ishDoorBamboo08.Activate player 1 endif end This script is supposed to open 2 doors at once for me when the activator is activated. The CS will not let me save it because "00ishDoorBamboo07.Activate is not found". So I take it that the CS is reading that as an item and not at a command. What would be the right command to use, or am I totally off my game here? All I need to happen is have 2 doors open at the same time when the activator is pressed. Cheers and TIA Link to comment Share on other sites More sharing options...
Abramul Posted June 9, 2007 Share Posted June 9, 2007 Are 00ishDoorBamboo07 and 00ishDoorBamboo08 the names of the base objects, or are they unique references? If the latter, are they persistent? Make certain you're using a period rather than a comma. Link to comment Share on other sites More sharing options...
Spudscorner Posted June 9, 2007 Author Share Posted June 9, 2007 Are 00ishDoorBamboo07 and 00ishDoorBamboo08 the names of the base objects, or are they unique references? If the latter, are they persistent? Make certain you're using a period rather than a comma. They are both unique references and they are both persistent. Where would I be using a period and not a comma? Link to comment Share on other sites More sharing options...
Abramul Posted June 9, 2007 Share Posted June 9, 2007 Before the Activate. Unlikely, but possible. However, looking at the relevant Wiki page, it appears that you should be using 00ishDoorBamboo07.Activate player 00ishDoorBamboo08.Activate playerrather than00ishDoorBamboo07.Activate player 1 00ishDoorBamboo08.Activate player 1 Link to comment Share on other sites More sharing options...
Spudscorner Posted June 9, 2007 Author Share Posted June 9, 2007 Before the Activate. Unlikely, but possible. However, looking at the relevant Wiki page, it appears that you should be using 00ishDoorBamboo07.Activate player 00ishDoorBamboo08.Activate playerrather than00ishDoorBamboo07.Activate player 1 00ishDoorBamboo08.Activate player 1 I tried the changes you suggested but I still get the same error message, I am posting exactly what I am trying to use below just to make sure we are taking about the same wiki info scriptname 00ishSecretRoom begin OnActivate ; trigger some other reference when I am activated by the player if IsActionRef player == 1 00ishDoorBamboo07.Activate player 00ishDoorBamboo08.Activate player endif end I am still getting the same error message as before with or without the one at the end. I have double checked the door names as well and they are correct. Do you ave any other suggestions? BTW I really appreciate your help so far Abramul. Cheers Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 9, 2007 Share Posted June 9, 2007 Try shortening the reference tag at the references placed in the world. They are defined as doors or activators right? Have you tried using a lowercase .activate? You might also want to just use a workaround with scripting if it just doesn't want to accept it. For instance, have the thing you're using this script on instead set a quest state, faction, or global variable which a script on the doors check for, then use "getself" with "self.activate" to get around any referencing issues. Link to comment Share on other sites More sharing options...
Spudscorner Posted June 9, 2007 Author Share Posted June 9, 2007 If it's any help I thought I would quickly post a snap shot of what I am trying to accomplish. http://www.spudscorner.com/images/stories/dragon/temp.jpg The little bowl on the floor needs to activate the 2 doors. Does the screen cap help anyone for ideas with this? Link to comment Share on other sites More sharing options...
Spudscorner Posted June 9, 2007 Author Share Posted June 9, 2007 Try shortening the reference tag at the references placed in the world. They are defined as doors or activators right? Have you tried using a lowercase .activate? You might also want to just use a workaround with scripting if it just doesn't want to accept it. For instance, have the thing you're using this script on instead set a quest state, faction, or global variable which a script on the doors check for, then use "getself" with "self.activate" to get around any referencing issues. I'm sorry i'm really new to scripting could you explain that a little slower for me (in depth) thanks Cheers Link to comment Share on other sites More sharing options...
mezlo Posted June 10, 2007 Share Posted June 10, 2007 I just tested the script you posted and it worked without error for me. I PM'd you the test mod I created. Mez Link to comment Share on other sites More sharing options...
Spudscorner Posted June 12, 2007 Author Share Posted June 12, 2007 I just tested the script you posted and it worked without error for me. I PM'd you the test mod I created. Mez I played with this for hours yesterday and nothing worked for me until I shortened the length of the door name. I was using 00ishDoorBamboo01, 02, 03 etc. and it would not work. I shortened the name down to 00ishDoor01 and it worked instantly. That was the only part of the script that I changed and now it works beautifully. 1. Is there a certain length that the names have to be? 2. How do I make it so the doors will not open when manually clicked on? I just want the activator to open them. CheersSpudscorner p.s. thanks for the help I really appreciate it. Link to comment Share on other sites More sharing options...
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