Talk:Bethesda Tutorial Basic Quest Scripting

Revision as of 16:36, 11 April 2012 by imported>Ulithium Dragon (→‎Help)

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Starting 1 compile threads for 1 files... Compiling "GDQRobesScript"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\GDQ01.psc(7,13): script property GDQ01 already defined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\GDQ01.psc(7,13): script variable ::GDQ01_var already defined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\GDQ01.psc(7,13): script property GDQ01 already has a get function defined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\GDQ01.psc(7,13): script property GDQ01 already has a set function defined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\GDQRobesScript.psc(3,13): cannot name a variable or property the same as a known type or script No output generated for GDQRobesScript, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on GDQRobesScript

What?!



Errors during compiling with the given script for amulet. The actual code is copy paste from what's given in the bottom section. Starting 1 compile threads for 1 files...

Compiling "GSQAmuletScript"...

c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\GSQAmuletScript.psc(6,9): SetStage is not a function or does not exist

c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\GSQAmuletScript.psc(6,9): cannot call the member function SetStage alone or on a type, must call it on a variable

No output generated for GSQAmuletScript, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.

Failed on GSQAmuletScript —The preceding unsigned comment was added by 22:55, 22 February 2012 (talkcontribs) Kroama

That sounds like you've specified the wrong type for your GSQ01 property. You expect a section of a script to compile on its own. Did you follow all the steps in this tutorial?
-- Cipscis 23:01, 22 February 2012 (EST)

There were no errors in anything up until this point, other scripts compiled properly as well. The quest in game works as it should, minus the fact that getting the amulet does not progress the quest further. I'll post the code i have in the script. (sorry, i've never tried using wiki talk before, so I'm not sure how to properly orient myself here or make the posts look neat)

Scriptname GSQAmuletScript extends ObjectReference

Quest Property GSQAmu Auto

Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer)

if (newContainer == Game.GetPlayer())

GSQ01.SetStage(30)

endif

EndEvent


I'm having the exact same issue. I did notice that while the text looks fine on the wiki, when I past it "GSQ01.SetObjectivedisplayed(30)" is out of alignment with the if statement, approximately 2.5 spaces too far right. I can realign it by backspacing 3 times and pressing tab, but I get the same compiling error after doing so. What's going on here!? --Ulithium Dragon 17:20, 11 April 2012 (EDT)
UPDATE: I'm actually getting failure to compile messages for every script I try on the GSQAmulet I created! It fails to compile the auto-generated code that gets attached to every property! (This didn't happen before I tried to paste and save the pre-made code off this wiki tutorial) --Ulithium Dragon 17:36, 11 April 2012 (EDT)
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