You can never get a variable by using a reference created in a script, it has to be a reference id assigned in the editor. The script won't compile because the reference doesn't exist until it is set in game. Since scripts run only one at a time you could use a quest variable, check if it's 0, preform and action then set it to 1. The script would check like this...
short MyVarif MyVar == 0if MyQuest.Var1 == 0 ;do something set MyVar to 1 ;maybe use a timer before setting the next variable until the moving is completed. if you do you will need to set MyQuest.var to -1 while the timer runs set MyQuest.var to 1 elseif MyQuest.Var1 == 1 ;do something set MyVar to 1 set MyQuest.var to 2
I'm not sure how scripts are ordered to be processed, if it's random, or if its done using the editor ID. If is uses the ID then you could set up the chain to use that order.