JonesenoJ Posted July 19, 2020 Share Posted July 19, 2020 Hello again, I was wondering why I can't get my script to save when I add .enable to it, this is how my script looks. scn BrokenBot short button Begin OnActivate Showmessage 01RepairBot end Begin menumode 1001 set button to getbuttonpressed if (button ==1) 01ProtectronActivatorREF.disable 01ProtectronREF.enable endif end 01ProtectronActivatorREF is the activator I want disabled if the NPC is enabled.01ProtectronREF is the NPC I want enabled. Thank you. Link to comment Share on other sites More sharing options...
madmongo Posted July 19, 2020 Share Posted July 19, 2020 Don't use numbers at the start of references. Link to comment Share on other sites More sharing options...
JonesenoJ Posted July 19, 2020 Author Share Posted July 19, 2020 (edited) Do condition's work in messages? I get an "?" next to the index number.. Whatever it is, something isn't working right... nvm, i just copied something similar from the game. Edited July 19, 2020 by JonesenoJ Link to comment Share on other sites More sharing options...
JonesenoJ Posted July 20, 2020 Author Share Posted July 20, 2020 For the life of me, I can't figure out why some of the activators aren't working.... Two are even identical (apart from the ids) and one works and the other doesn't. Link to comment Share on other sites More sharing options...
dubiousintent Posted July 20, 2020 Share Posted July 20, 2020 Did you check their "persistent" setting when you placed them into the world? From the "Activator" page "Notes": Scripted activators should be marked persistent or their scripts may not run certain blocks like OnReset or OnLoad.Persistent activators that are disabled will still execute their scripts. -Dubious- Link to comment Share on other sites More sharing options...
JonesenoJ Posted July 20, 2020 Author Share Posted July 20, 2020 Yes I did, but I'm guessing it has something to do with their model that I have changed. Link to comment Share on other sites More sharing options...
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