At the moment, I'm working on a copy of Bethesda's "DLC01dunDBChimeMasterSCRIPT" from Dawnguard (used in the http://www.uesp.net/wiki/Skyrim:Kinetic_Resonator#Kinetic_Resonator puzzle in http://www.uesp.net/wiki/Skyrim:Arkngthamz).
Anyway, I'm minding my own business, copy-pasting my code, making changes where necessary, when I reach this:
Now obviously, "SetupChimes" isn't an actual Papyrus function, and I haven't found a single reference to it in either the main DLC01dunDBChimeMasterSCRIPT script, or in DLC01dunDBChimeSCRIPT, which are the two scripts that control the tonal lock puzzle.
So unsurprisingly, when I try to save my version of the code (I removed the "(GetLinkedRef() as Actor).SetGhost()" line from mine, and I'm using renamed Properties/keywords, just in case I mess anything up), and what do you know, it tells me the following...
And all I can say is... "well, of course that was going to happen".
So how did Bethesda actually get that to work? What am I missing? Anyone have any ideas?