
I want the player to have a shipmodel item in his inventory, that when he uses/equips/activates (?) a messagebox pops up asking if he wishes to teleport to a ship.
If you press button 0,Yes, you get teleported to an Xmarker named Shipastral
If you press button 1,No, nothing happens
Ive created a messagemenu in the message section.
This is the script that is on the shipmodel item.
Scriptname ctShipmodel extends ObjectReference Objectreference Property ctshipmodelitem autoObjectreference Property Shipastral auto ;xmarkerMessage Property ctShipmodelmenu Function OnEquipped(Actor akActor) Debug.Trace ("Player tried to equip a boat") ctshipmodelmenu.show()EndFunctionThis is the errors i get compiling so far
Spoiler
Compiling "ctShipmodel"...
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\ctShipmodel.psc(10,0): script property ctShipmodelmenu can only contain get or set functions
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\ctShipmodel.psc(0,-1): mismatched input '' expecting ENDPROPERTY
No output generated for ctShipmodel, compilation failed.
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\ctShipmodel.psc(10,0): script property ctShipmodelmenu can only contain get or set functions
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\ctShipmodel.psc(0,-1): mismatched input '
No output generated for ctShipmodel, compilation failed.
I thought i could remember a "getbuttonpressed = 1" command from Oblivion, but i dont see anything similar, other than ibutton=. Ive checked the ckwiki and searched the forums, but i just dont understand it. And i also dont understand it from looking at bethesdas scripts.

Whats wrong so far, and what do i add into the script for the button presses?
Im forgetting about the teleporting part, but i *think* ive got that.



