UglyDucklingStudios Posted July 12, 2012 Share Posted July 12, 2012 Okay so I'm having a bit of trouble with the GetDisabled function. I'm trying to get a npc to start a conversation with the player when a door is disabled. here is the code I have right now. scn 00SMDialogBegin GameMode 00DoorREF.GetDisabled if 00DoorREF.GetDisabled 00SM.StartConversation Player, GREETINGendifend I thought I got all that I need for this to work. But it doesn't, and the geck.bethsoft.com site doesn't explain it enough for me to understand it apparently. So if you could tell me what I'm doing wrong it would be much appreciated. Link to comment Share on other sites More sharing options...
viennacalling Posted July 12, 2012 Share Posted July 12, 2012 What object/quest uses the script? Why is 00DoorREF.GetDisabled used twice in your script? Link to comment Share on other sites More sharing options...
senterpat Posted July 12, 2012 Share Posted July 12, 2012 (edited) Yeah, that and I dunno if you just didn't post it, but I didn't see you declare the ref, but I think you have to declare the door ref. what do you have the script attached to? Also are you using the script as an object or effect script? Edited July 12, 2012 by senterpat Link to comment Share on other sites More sharing options...
luthienanarion Posted July 12, 2012 Share Posted July 12, 2012 Do not use numerals at the beginning of reference or form names. Link to comment Share on other sites More sharing options...
senterpat Posted July 13, 2012 Share Posted July 13, 2012 Really luth? I didn't know that, does it not read it how it's supposed to? Link to comment Share on other sites More sharing options...
viennacalling Posted July 13, 2012 Share Posted July 13, 2012 My understanding is that if the editor or reference ID starts with a number it's possible the game will try to interpret it as the form ID. I've read that it's used in modding tutorials to as a way to easily find the new objects created in the Geck (00 being at the top), but personally I find it bad form. Link to comment Share on other sites More sharing options...
UglyDucklingStudios Posted July 13, 2012 Author Share Posted July 13, 2012 What object/quest uses the script? Why is 00DoorREF.GetDisabled used twice in your script?I used it twice because I thought it had to be called to get if the object is disabled kind of what you have to do with GetStage. And As of right now nothing uses the script because I can't save it. Link to comment Share on other sites More sharing options...
UglyDucklingStudios Posted July 13, 2012 Author Share Posted July 13, 2012 Do not use numerals at the beginning of reference or form names.I have been doing that for awhile and haven't had any problems with it before. And I just tried changing 00DoorREF to DoorREF and it still gives me an error. Link to comment Share on other sites More sharing options...
UglyDucklingStudios Posted July 13, 2012 Author Share Posted July 13, 2012 Well I figured out the problem, it was one of those problems that make you feel dumb after figuring out why it didn't work. I forgot I had changed my REF to my npc to something different and that was why it was giving me the error and now it works perfectly fine. Thank you all for trying to help I really appreciate it! Link to comment Share on other sites More sharing options...
Deleted2547005User Posted July 13, 2012 Share Posted July 13, 2012 scn 00SMDialogBegin GameMode if 00DoorREF.GetDisabled 100SM.StartConversation Player, GREETINGendifend Link to comment Share on other sites More sharing options...
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