kegisak Posted February 6, 2012 Share Posted February 6, 2012 I'm having a bit of an issue with the GECK. I'm trying to force an NPC to talk to the player when the player enters an area, but I'm afraid I'm rather miserable at scripting. Here's the script I have so far: scn LEOpeningConvoSCRIPT short doonce BEGIN onTriggerEnter player LEIsabella.StartConversation player, QuestOpening set doonce to 1 END Whenever I try to compile it, I get an error message that says, "Invalid reference 'LEIsabella' (only object references and reference variables allowed in this context)." From what I can gather the issue is that it isn't recognizing my NPC LEIsabella, but I can't figure out why. I've checked, and I've definitely spelled the ID right, so I'm pretty much stumped. Any help would be greatly appreciated. Thanks in advance! Link to comment Share on other sites More sharing options...
Pronam Posted February 6, 2012 Share Posted February 6, 2012 (edited) If this script is on the NPC itself you can just call StartConversation without the LEIsabella. part before it.If that's not the case or you simple want the error gone, you need to use a Reference name (below in red) instead of the Object name (in blue). The reference ID is the name you give to a reference of an object that is placed in the world. You open that window by double clicking on your character in the reference/world window. In the example below you would use LEIsabellaRef instead of LEIsabella in the script. You could have placed 20 copies Isabellas in the world, the game wants to know which one should do what. http://img525.imageshack.us/img525/7365/isabellam.png Edited February 6, 2012 by Pronam Link to comment Share on other sites More sharing options...
kegisak Posted February 9, 2012 Author Share Posted February 9, 2012 Ah, it looks like that's got it working. Thank you very much! That's probably something good to know, aheh. Link to comment Share on other sites More sharing options...
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