Script Woes (not saving)

Post » Sat Jan 23, 2010 10:50 pm

yeah the geck is really buggy on my system for some reason. It really svcks.

But yeah, i'll go to save a script, having triple verified the syntax is correct, I'll hit the save button, the script name at the top of the screen will still say the script is named "*", and when I then go to close the script window, it'll ask me to save it, I'll hit yes there too and it won't save. the only thing I can do is write the script.... and then not save it.

any idea?

thanks

soaren aka devlin
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RUby DIaz
 
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Post » Sat Jan 23, 2010 10:39 pm

If it isn't saving it is because the script is not compiling and therefore you have a spelling or syntax error - no two ways about it.

You can use the script validator made by cipcis to check where the problem is.

http://geck.gamesas.com/index.php/Script_Validator
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kyle pinchen
 
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Post » Sat Jan 23, 2010 2:52 pm

If it isn't saving it is because the script is not compiling and therefore you have a spelling or syntax error - no two ways about it.

You can use the script validator made by cipcis to check where the problem is.

http://geck.gamesas.com/index.php/Script_Validator



Uh, yeah, i get the same thing, i'll copy a script from somewhere else. Make a new script and paste the other script in, change the name slightly and i get the same thing, refusal to save. It just keeps asking me if i want to save it then failing to close.
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Yonah
 
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Post » Sat Jan 23, 2010 7:49 pm

Uh, yeah, i get the same thing, i'll copy a script from somewhere else. Make a new script and paste the other script in, change the name slightly and i get the same thing, refusal to save. It just keeps asking me if i want to save it then failing to close.



The same bloody thing for me! I even went to GECK tutorial page and copy pasted the "my frist script" from there, it refused to save it.
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carrie roche
 
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Post » Sat Jan 23, 2010 4:08 pm

The same bloody thing for me! I even went to GECK tutorial page and copy pasted the "my frist script" from there, it refused to save it.


Make sure you have all the entities up and running if the script refer to them. I had the same problem on one of my script where the script should have called a message box, I didn't create the messagebox before creating the script, so it did this error. I went back creating the messagebox, remade the script and now it works.
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m Gardner
 
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Post » Sun Jan 24, 2010 12:10 am

Make sure you have all the entities up and running if the script refer to them. I had the same problem on one of my script where the script should have called a message box, I didn't create the messagebox before creating the script, so it did this error. I went back creating the messagebox, remade the script and now it works.



I had copied one of the scripts from within the geck itself, so all entities should of been there. Finally got it working after re-downloading and installing the geck again. Either a: Buggy install or b: Buggy download for mine. I have noticed that the old error messages telling you what line of the script doesn't work no longer appear, makes it harder to find syntax errors now.
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GEo LIme
 
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Post » Sat Jan 23, 2010 10:31 pm

If it isn't saving it is because the script is not compiling and therefore you have a spelling or syntax error - no two ways about it.

You can use the script validator made by cipcis to check where the problem is.

http://geck.gamesas.com/index.php/Script_Validator


I suspected that. I'm trying to make a script that kills npcs (they are for decoration to make an area look like it had a battle) because I set their health to 0 and they still are alive. They are not essential:

scn VXKillVictimsCamp

Begin OnLoad

KillActor VXPowderGangerDEAD01, 1, 1
KillActor VXCivilianDEAD02REF, 1, 1
KillActor VXCivilianDEAD01REF, 1, 1
KillActor VXCampGuardDEAD01REF, 1, 1
KillActor VXPowderGangerDEAD02REF, 1, 1
KillActor VXPowderGangerDEAD03REF, 1, 1

end

=====

The script validator didn't say anything was wrong.... Do you see what I'm doing wrong?

Thanks a lot,

Devlin
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Dj Matty P
 
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Post » Sat Jan 23, 2010 2:52 pm

K just use this.

http://www.newvegasnexus.com/downloads/file.php?id=36290

You run the included "geckpu-nv.exe" .exe instead of the GECK itself. The script compiler gives errors in that one. There's no way that posts on this this board can function as your primary source for script debugger help eh ...
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Cccurly
 
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Post » Sat Jan 23, 2010 1:08 pm

K just use this.

http://www.newvegasnexus.com/downloads/file.php?id=36290

You run the included "geckpu-nv.exe" .exe instead of the GECK itself. The script compiler gives errors in that one. There's no way that posts on this this board can function as your primary source for script debugger help eh ...



It crashes the geck as soon as I load and esp/esm...
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lucile davignon
 
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Post » Sat Jan 23, 2010 9:02 pm

Should compile provided A) the ref EditorID's are valid and B) they are persistent:
scn VXKillVictimsCampBegin OnLoad	VXPowderGangerDEAD01.KillActor VXPowderGangerDEAD01 1 ; Head	VXCivilianDEAD02REF.KillActor VXCivilianDEAD02REF 1	VXCivilianDEAD01REF.KillActor VXCivilianDEAD01REF 1	VXCampGuardDEAD01REF.KillActor VXCampGuardDEAD01REF 1	VXPowderGangerDEAD02REF.KillActor VXPowderGangerDEAD02REF 1	VXPowderGangerDEAD03REF.KillActor VXPowderGangerDEAD03REF 1End
The 1 flag for http://geck.gamesas.com/index.php/GetCauseofDeath doesn't seem to be valid, and the http://geck.gamesas.com/index.php/KillActor syntax was off.
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Samantha hulme
 
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