antstubell Posted August 4, 2019 Share Posted August 4, 2019 I've tried several routes for this script but it always fails with...(68,0): missing EOF at 'If'Script is nowhere near finished but can't continue with this error keep happening. ObjectReference Property StartFuseMarker AutoObjectReference Property RocksMarker AutoObjectReference Property ExpMarker AutoGlobalVariable Property PrevActi Auto; has object already been activated elsewhere 0-no 1-yesExplosion Property MyExp AutoExplosion Property MyExp2 AutoInt Property ObjToDstry Auto; user enter value of current object – see commentsLight Property HasTorch AutoMagicEffect Property MyEff AutoMessage Property Greet AutoMessage Property NeedGPowder AutoMessage Property NeedSewKit AutoMessage Property NeedGunSew AutoMessage Property EquipTorch AutoMessage Property NeedFlame AutoMessage Property ExpMenu AutoMessage Property NotFire Auto; cannot use fire messageMiscObject Property GPowder AutoMiscObject Property SewKitAsFuse AutoSound Property ExpSND Auto; ObjToBeDest values associated with destructible items; 0 Solid structures that can only be blown up – rocks, solid wood; 1 Objects that can be ignited with kindling or accelerant – log piles; 2 Objects that are easily ignitable – paper, material, oilAuto State WaitingEvent OnActivate(ObjectReference akActionRef)if (akActionRef == Game.GetPlayer())Int iButtonA = Greet.Show() ; Shows first menu; check to see if player Literally Has Nothing usefulIf iButtonA == 0; explosives chosenExplosivesOptions()EndIfIf (iButtonA == 1) && ObjToDstry == 0; fire chosen but won’t work on this object so don’t go to fire menuNotFire.show()GoToState("Waiting")elseFireOptions()EndIfIf iButtonA == 2; other chosenOtherOptions()EndIfGoToState("Waiting")EndIfdebug.notification("Script Ended")EndEventEndState;----------------------------------------------------------------------Function ExplosivesOptions()debug.notification("Explosives Chosen")Int iButtonExp = ExpMenu.Show(); shows explosives menu-menu only shows available inventory itemsIf iButtonExp == 0; Button 0 is shown because player has gunpowderdebug.notification("Gunpowder Chosen")EndIf; check for fuseif Game.GetPlayer().GetItemCount(SewKitAsFuse) < 1debug.notification("You Don’t Have Anything To Use As A Fuse"); player has nothing to use as fuseEndIfEndFunctionIf Game.GetPlayer().GetItemCount(SewingKitAsFuse) > 0debug.notification("Sewing Kit Thread Used As Fuse")EndIf; player has items required for explosionGame.GetPlayer().RemoveItem(GPowder, 1)Explosion(); send to the actual explosionFunction Explosion(); actual Explosiondebug.notification("BANG!")EndFunctionFunction FireOptions()debug.notification("Fire Chosen")EndFunctionFunction OtherOptions()debug.notification("Other Chosen")EndFunction Link to comment Share on other sites More sharing options...
maxarturo Posted August 4, 2019 Share Posted August 4, 2019 You have the following lines outside the " Event " or your " Function " ( i didn't read on depth your script to understand what's trying to do ). If Game.GetPlayer().GetItemCount(SewingKitAsFuse) > 0 debug.notification("Sewing Kit Thread Used As Fuse") EndIf; player has items required for explosion Game.GetPlayer().RemoveItem(GPowder, 1) Explosion(); send to the actual explosion Link to comment Share on other sites More sharing options...
antstubell Posted August 5, 2019 Author Share Posted August 5, 2019 I knew that... ARGH - course I didn't spot it. Link to comment Share on other sites More sharing options...
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