JoKelly Posted December 31, 2016 Share Posted December 31, 2016 I have a script that is supposed to perform an action on several actors. The actors are disabled till the setstage, the script I am using on the actors begins on load. From what I have read though, on load will not run on disabled actors or anything disabled. if the actors are enabled via a script trigger will the on load function as soon as they are enabled. Link to comment Share on other sites More sharing options...
ElfyPers0n Posted January 1, 2017 Share Posted January 1, 2017 I think so. If I recall correctly, the mannequin in my Enterprise Abode mod worked this way in my testing. It could be disabled/enabled with a switch and had an OnLoad script to disable ai and reset its position when you entered the cell, which also seemed to fire every time I enabled it via the switch. Link to comment Share on other sites More sharing options...
JoKelly Posted January 3, 2017 Author Share Posted January 3, 2017 (edited) ElfyPers0n, on 01 Jan 2017 - 1:27 PM, said: I think so. If I recall correctly, the mannequin in my Enterprise Abode mod worked this way in my testing. It could be disabled/enabled with a switch and had an OnLoad script to disable ai and reset its position when you entered the cell, which also seemed to fire every time I enabled it via the switch.great, thanks. I thought I would ask before spending half a night fighting the GECK then find out it wasn't possible. LOL Edited January 3, 2017 by JoKelly Link to comment Share on other sites More sharing options...
Mktavish Posted January 3, 2017 Share Posted January 3, 2017 WoW ... I am totally confused ... but then again you're the one that needs to know stuff according to this thread. Not me So I guess I ask out of curiosity Link to comment Share on other sites More sharing options...
JoKelly Posted January 3, 2017 Author Share Posted January 3, 2017 WoW ... I am totally confused ... but then again you're the one that needs to know stuff according to this thread. Not me So I guess I ask out of curiosityask? Trust me I manage to confuse myself at the best of times. then I spend three hours argueing with myself, then finally I ignore me for three more hours which is hard to do since I tend to follow myself from room room just to annoy me. Link to comment Share on other sites More sharing options...
ALoonwolf Posted September 13, 2019 Share Posted September 13, 2019 (edited) How do you enable them??!? Their own script doesn't seem to work when they are disabled, so they can't self-enable, and whenever I try and use another enabled character's script to enable them, I am not permitted to do so. However, this DOES work in the console, using the actual number of the thing I want to enable. But since this number varies according to the load order of modifications, I can't do that - assuming that would even work anyway.I've had this problem repeatedly. Things work fine typed into the console while the game is running, but if it is written in a script then it's completely random whether or not it works. Ahhhhh....... I think I see the problem now. There's an EDITOR ID and also a REFERENCE EDITOR ID. You can't enable the actual thing, you can only enable the copy of it which exists in the world - of which of course there can be multiple, so you can do something different with each one. UUUGGGGHHHHHH Complete waste of time. I even watched someone else do it in a video, and it worked for them, but when I copied everything they did absolutely precisely it wouldn't work for me. Their little "NAME.enable" script saved, but mine wouldn't because that "NAME.enable" command was preventing it. 1. Place object in world2. Give it unique name "objectref"3. Add a script to an activator... scriptname NAMEOFSCRIPT begin OnTriggerEnter playerobjectref.enableend Person A: No errorPerson B: ERROR: "objectref.enable" :/ Edited September 13, 2019 by ALoonwolf Link to comment Share on other sites More sharing options...
dubiousintent Posted September 14, 2019 Share Posted September 14, 2019 Reference variables (like "objectref") must be "defined" and assigned a value before they can be used in a command. This often occurs in one of the script types that are executed before the one you are looking at in the moment. It may also be "implied" as the caller of the current Event/Action Block. But don't assume they are: verify if your script won't save. Please see 'TIP Reference Variables explained' under the "GECK Form-ID Base-ID Ref-ID and Editor-ID", and 'TIP Best Practice Sharing Variables between Scripts' along with the Introduction to the "Scripting" section of the wiki "Getting started creating mods using GECK" article. -Dubious- Link to comment Share on other sites More sharing options...
FiftyTifty Posted September 20, 2019 Share Posted September 20, 2019 What you ought to do, rather than enabling each actor, set the placed actor references to have the same parent reference, a dummy object you place in the cell. Then when you want the actors to be enabled, just enable the parent reference in your script. I.E actorrefParent.Enable() See the geck wiki page: https://geckwiki.com/index.php?title=Reference#Enable_Parent Link to comment Share on other sites More sharing options...
dubiousintent Posted September 20, 2019 Share Posted September 20, 2019 That's a useful bit of advice. Thanks. Added to the 'TIP Reference Variables explained'. -Dubious- Link to comment Share on other sites More sharing options...
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