» Thu Jul 22, 2010 7:19 am
I skipped this last time for two reasons: 1) Usually someone more knowledgeable than me will answer and 2) That seems to be the right way to do it.
Anyway, if you drop an item, NPC, activator, whatever into the render window it will create a reference to it. If you then double click that reference (or right click it in the listing in the cell window and choose "edit") you should get a window of options for that reference. Choosing "persistent reference" in the checkboxes, and then giving it a Reference Editor ID in the top text box, i.e. "CastleDoorway01REF" should enable you to use "CastleDoorway01REF.enable" in a script without an error.
Just remember that it's the "reference editor ID" from this options window, and not the name of the base object that matters.
If that's what you've done, then there's something odd going on. You'll have to confirm the existence and spelling of the reference editor ID.