Jump to content

Need help with a GetDisabled script


UglyDucklingStudios

Recommended Posts

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 00SMDialog

Begin GameMode

 

00DoorREF.GetDisabled

 

if 00DoorREF.GetDisabled

00SM.StartConversation Player, GREETING

endif

end

 

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

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 by senterpat
Link to comment
Share on other sites

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

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

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...