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script problem


Spudscorner

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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

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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?

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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 player

rather than

00ishDoorBamboo07.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

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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.

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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?

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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

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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.

 

Cheers

Spudscorner

 

p.s. thanks for the help I really appreciate it.

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