mlmbug Posted August 24, 2011 Share Posted August 24, 2011 heres a weapon script i'm trying to get working for some reason it doesn't seem to like changing a quest value. scn OBSERVERblaster float waitsmall short ammo begin onequip if player.getequipped ammomicrobreederMLMOBSERVERspawner set ammo to 1 endif if player.getequipped ammomicrobreederMLMOBSERVERspawner2 set ammo to 2 endif end begin onfire set waitsmall to waitsmall + getsecondspassed if waitsmall >= 0.8 if ammo == 1 set 1observerspawnedcontrol.helperspawned to 1 endif if ammo == 2 set 1observerspawnedcontrol.psycospawned to 1 endif set waitsmall to 0 set ammo to 0 endif end this is the quest side of the script scn ObserverSpawnedCharsKeeper short doonce float htimer float ptimer short helperspawned short psycospawned begin gamemode if doonce == 0 set helperspawned to 0 set psycospawned to 0 set doonce to 1 endif if psycospawned == 2 set ptimer to ptimer + Getsecondspassed if ptimer >= 30 set psycospawned to 0 set ptimer to 0 endif endif if helperspawned == 2 set htimer to htimer + getsecondspassed if htimer >= 30 set helperspawned to 0 set htimer to 0 endif endif if helperspawned == 0 observergrenadespawnedref.moveto spawnedhelpermarkerREF observergrenadespawnedref.disable endif if psycospawned == 0 observergrenadespawned2ref.moveto spawnedattackermartkerREF observergrenadespawned2ref.disable endif if helperspawned == 1 observergrenadespawnedref.moveto OBSERVERMobleHmarkREF set helperspawned to 2 observergrenadespawnedref.enable endif if psycospawned == 1 observergrenadespawned2ref.moveto OBSERVERMobileSpawnREF set psycospawned to 2 observergrenadespawned2ref.enable endif end Link to comment Share on other sites More sharing options...
Cipscis Posted August 24, 2011 Share Posted August 24, 2011 The GECK's compiler has issues finding editorIDs that start with a number, like 1observerspawnedcontrol. If you change it to, say, observerspawnedcontrol, then your script shouldn't have this issue. I've never been a fan of putting a sorting prefix like "aaa" at the start of editorIDs. Partly because I think it makes a mod look messy (even when that's not the case), and otherwise because there are much cleaner ways of sorting forms in order to find yours easily. For example, you could sort by the formID column (initially hidden in the object tree, to the right of the editorID column), or you could add a unique string to your editorIDs that is somehow related to your username and/or the name of your mod and use the object tree's "filter" function. Cipscis Link to comment Share on other sites More sharing options...
mlmbug Posted August 25, 2011 Author Share Posted August 25, 2011 thanks! this helps a lot. by the way i think you said pretty much the same thing over on the bethesda forums, but it's still helpful to post problems the geck has (so we can help others with the same problem). Link to comment Share on other sites More sharing options...
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