TheScallywag Posted April 17, 2012 Share Posted April 17, 2012 (edited) Below is my script and for some reason I can not save it as a script. This code is surposed to add 1 point to guns when a challenge is completed. The comments in this script are just for the forums they will not be included into the final version of the script. ScriptName 00GunsChallenge 'not sure if ScriptEffectStart is the write code for what im making' begin ScriptEffectStart 'is this the right script for adding 1 point to the guns skill' player.modav guns 1 player.RewardXP 50 end If anyone can tell me what is wrong with this code and why I can't save this script that would be a big favor. Edited April 17, 2012 by TheScallywag Link to comment Share on other sites More sharing options...
viennacalling Posted April 17, 2012 Share Posted April 17, 2012 Well, when I copy and paste your script into the GECK and delete the two comment lines it saves so I don't know what to tell you. Link to comment Share on other sites More sharing options...
rotarydanimal Posted April 18, 2012 Share Posted April 18, 2012 you need to use a ; to notate a comment not a ' !!!!!!!!!the compiler will ignore anything typed after a semi-colon!!!! Comments As your scripts become longer and more complex, they may become difficult to follow. In order to help make scripts easy to understand, it is important to annotate them using comments. Comments are basically text that is part of the script's source code, but is completely ignored by the compiler - it has no effect whatsoever on how a script works. Comments in Fallout 3 scripts are specified by the use of a semicolon (;) - all text on a line that comes after a semicolon is a comment, and will be ignored by the compiler. This type of comment is known as a line comment, as the comment extends from the specifying character to the end of the line. Many other computer languages also allow a type of comment known as a block comment, where another specifying character or string is used to signify the end of a comment, but Fallout 3 scripts do not allow this. One particularly useful way to utilise comments is to explain what a certain value represents. For example, the function GetOpenState uses different values to represent different "open states" of a door. On their own, they do not particularly make sense, so it is usually a good idea to use a comment to explain the meaning of the value. For example: if GetOpenState == 3 ; Closed ...elseif GetOpenState == 4 ; Closing ...endif As you can see, the comments here help to explain the true meaning of the conditions. If the comments were absent, then someone reading the script would need to look up the documentation of GetOpenState in order to understand what the conditions really mean. The same concept applies to variables - if you use a variable in which different values represent different states, it is a good idea to use comments when you declare the variable in order to explain what each value represents. Another good way to use comments is to describe the function of a script. For example, if you have a script that uses some complicated calculations to place a reference in front of the player, then it would be a good idea to explain this in a comment at the top of the thread. That way, anyone reading the thread will only have to read this comment, instead of trying to understand your calculations in order to determine how they work. Whenever you write scripts, you should always annotate them wherever you think it is necessary. If you think that any part of your script would benefit from a little explanation, don't hesitate to add a comment nearby. Even if it's only one or two words - a little clarification can go a long way, and scripts that don't contain any comments can sometimes take a long time to fully understand. this is from the scripting for beginners tutorial at http://geck.bethsoft.com/index.php/Scripting_for_Beginners You should really read it! Link to comment Share on other sites More sharing options...
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