psrfreddyz06 Posted January 13, 2017 Posted January 13, 2017 Trying to make it so that when i open a container the message "test" pops up. What have i done wrong? Thanks.
Mktavish Posted January 13, 2017 Posted January 13, 2017 (edited) Did you make a message called "test" The command "ShowMessage" needs a form-id to point to. Which is an object that you need to create in the object tree. A message is its own kind of object ... like a note sort of. 2 kinds of messages though. Read up on them in the wiki Edited January 13, 2017 by Mktavish
Mktavish Posted January 13, 2017 Posted January 13, 2017 (edited) And I realized the term "Form-ID" may be confusing. So let me clarify A Form-ID is anything specific to an object , whether it be base or ref ... and the engine doesn't really think with base/ref terms like we the geck users do. Everything is a Form-ID ... hence you see those other numerical identifiers. But we modders need an easier method ... so there is something called a Base-ID , being anything within the object tree.And then there is something called a Reference-ID , being anything within the render window. But not everything within the object tree can then be put into the render window and become a Ref-ID.Hence the difference between base,ref & form ID ... Ref always has a Base , and Base means it can create references that rely on it. The Message objects are something outside of that relationship. I hope that clears it up if there was a misunderstanding. Edited January 13, 2017 by Mktavish
psrfreddyz06 Posted January 13, 2017 Author Posted January 13, 2017 Did you make a message called "test" The command "ShowMessage" needs a form-id to point to. Which is an object that you need to create in the object tree. A message is its own kind of object ... like a note sort of. 2 kinds of messages though. Read up on them in the wikiThank you very much!! I managed to get the message working, Cheers! :)
alexdeadite Posted January 15, 2017 Posted January 15, 2017 And I realized the term "Form-ID" may be confusing. So let me clarify A Form-ID is anything specific to an object , whether it be base or ref ... and the engine doesn't really think with base/ref terms like we the geck users do. Everything is a Form-ID ... hence you see those other numerical identifiers. But we modders need an easier method ... so there is something called a Base-ID , being anything within the object tree.And then there is something called a Reference-ID , being anything within the render window. But not everything within the object tree can then be put into the render window and become a Ref-ID.Hence the difference between base,ref & form ID ... Ref always has a Base , and Base means it can create references that rely on it. The Message objects are something outside of that relationship. I hope that clears it up if there was a misunderstanding. --------------------------------------------------------------------------WHAT CAN I DO WITH THIS WRONG SCRIPT??ScriptName ACIDDisintegrationEffectScript Float TimerShort DoOnceShort IsPile Begin ScriptEffectStartSetCriticalStage DisintegrateStartPMS ACIDFX PMS ACIDcriticalFXSet Timer to 1.8Set DoOnce to 0Set IsPile to 0End Begin ScriptEffectUpdateIf DoOnce == 0If IsPile == 0If Timer <= 0.5AttachAshPileSet IsPile to 1EndIfEndIf If Timer <= 0 SetCriticalStage DisintegrateEndSMS ACIDFXSMS ACIDcriticalFXSet DoOnce to 1EndIfSet Timer to (Timer - GetSecondsPassed)EndIf
Mktavish Posted January 16, 2017 Posted January 16, 2017 Your last "Endif" should be an "End" or I mean you need to add and "End" 4 "If's" need 4 "Endif's" But then you still need an "End" for the "Begin" Or does "Begin ScriptEffectUpdate" not need it ? Couldn't seem to find anything saying that though.
RedSarge Posted January 17, 2017 Posted January 17, 2017 (edited) You can also try MessageEx "your message" this will display for the playerRef Edited January 17, 2017 by RedSarge
joshnice Posted January 17, 2017 Posted January 17, 2017 Hi, just out of curiosity is there a particular lanauge which is used for scripting?
Ladez Posted January 17, 2017 Posted January 17, 2017 (edited) The GECK uses its own scripting language. There is no official name for it. Edited January 17, 2017 by Ladez
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