Starting 1 compile threads for 1 files...
Compiling "aaaModApocSpawnEnemy01"...
G:\steam\steamapps\common\skyrim\Data\Scripts\Source\aaaModApocSpawnEnemy01.psc(16,4): no viable alternative at input 'property'
G:\steam\steamapps\common\skyrim\Data\Scripts\Source\aaaModApocSpawnEnemy01.psc(37,7): no viable alternative at input '='
G:\steam\steamapps\common\skyrim\Data\Scripts\Source\aaaModApocSpawnEnemy01.psc(48,23): no viable alternative at input '('
G:\steam\steamapps\common\skyrim\Data\Scripts\Source\aaaModApocSpawnEnemy01.psc(60,96): required (...)+ loop did not match anything at input ')'
G:\steam\steamapps\common\skyrim\Data\Scripts\Source\aaaModApocSpawnEnemy01.psc(61,73): mismatched input '(' expecting RPAREN
G:\steam\steamapps\common\skyrim\Data\Scripts\Source\aaaModApocSpawnEnemy01.psc(61,96): required (...)+ loop did not match anything at input ')'
No output generated for aaaModApocSpawnEnemy01.psc, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on aaaModApocSpawnEnemy01.psc
And I have no idea how to fix it. This is my total script, for an apocalypse mod (Inspired by 28 days and a half):
[size=1]Scriptname aaaModApocSpawnEnemy01 extends form{For spawning nemies and controlling variables}[/size][size=1]EVENT OnActivate(ObjectReference aaaModApocSpawner);Set the game block to play every few seconds[/size][size=1]; User Defined Options[/size][size=1]int property AverageDistance = 450 autoint property AverageSpawnNumber = 4 autoint property TimeBetweenWaves = 60 autoint property EnemyNumber = 1 autoint property EnemyDifficulty = 0 autobool property UseDoors = False auto[/size][size=1];stuff used by the script[/size][size=1]Int property XDistance = 0 autoInt property YDistance = 0 autoInt property MonstersToSpawn = 0 autoInt property MonstersSpawned = 0 auto[/size][size=1]Actor property PlayerRef autoActor property Spawn auto[/size][size=1]bool property Enable1d auto[/size][size=1]ObjectReference property Marker auto[/size][size=1]Marker = (aaaModApocSpawnMarker)[/size][size=1]ObjectReference property SpawnDoor auto[/size][size=1]FormList property UsableDoors auto[/size][size=1]Int property DistanceFromPlayer auto[/size][size=1]RegisterForSingleUpdate(3.0)[/size][size=1]endEvent[/size][size=1]Event OnUpdate()if (Enable1 == True)Enable1 = False;Get distance to player and variables[s]XDistance = (AverageDistance + (Utility.RandomInt ( -(AverageDistance/5)(4), AverageDistance/5 )YDistance = (AverageDistance + (Utility.RandomInt ( -(AverageDistance/5)(4), AverageDistance/5 )[/s]XDistance = (AverageDistance + (Utility.RandomInt( -AverageDistance/5*4, AverageDistance/5 )))YDistance = (AverageDistance + (Utility.RandomInt( -AverageDistance/5*4, AverageDistance/5 )))UsableDoors = (aaaModApocUsableDoorsFormList);determine actor to placeif EnemyNumber == 1Spawn = (aaaModApocSkeletonSpawn)Spawn = Spawn.GetActorBase()endIf;place marker and determine # of monstersmarker.moveto (PlayerRef, XDistance, YDistance, PlayerRef.GetPosistionZ(), abMatchRotation = false)MonstersToSpawn = (AverageSpawnNumber + (Utility.RandomInt ((-AverageSpawnNumber/2), (AverageSpawnNumber/2))))DistanceFromPlayer = (Marker.GetDistance(PlayerRef));Place ignoring doorsif (UseDoors == False && MonsterSpawned &--#60; MonstersToSpawn)Marker.placeActorAtMe (Spawn, EnemyDifficulty)MonstersSpawned = MonstersSpawned + 1endIfif (UseDoors == True && MonstersSpawned &--#60; MonstersToSpawn) SpawnDoor = Game.FindRandomReferenceOfAnyTypeInList(UsableDoors, PlayerRef.GetPosistionX(), PlayerRef.GetPosistionY(), PlayerRef.GetPosistionZ(), DistanceFromPlayer) if SpawnDoor != None marker.moveto (SpawnDoor, abMatchRotation = false) Marker.placeActorAtMe (Spawn, EnemyDifficulty) MonstersSpawned = MonstersSpawned + 1 elseif SpawnDoor == None Marker.placeActorAtMe (Spawn, EnemyDifficulty) MonstersSpawned = MonstersSpawned + 1 endifendIfif (MonstersSpawned &--#62;= MonstersToSpawn) ;The marker will be the destination for the spawned Marker.moveto (PlayerRef, abmatchrotation = false) ;Reseting the number of Monsters Spawned monstersSpawned = 0 wait (TimeBetweenWaves) ;Letting the game block run againendIfendIf Enable1 = True RegisterForUpdate(3.0)endEvent[/size]
I'm new to Papyrus, somewhat experienced in scripting. Any ideas?