Here is the problem. I have no clue what I am doing really. My plan is this, attach a script to each pillar that checks if the pillar is in the solved state set in the pillar script. If it is then enable things, if it isn't then disable them.
So I have this:
Scriptname OAQ01PuzzlePillarLightSwitch extends ObjectReference ObjectReference Property SlovedLight AutoObjectReference Property HeavyEmbers AutoObjectReference Property NoEmbers Autoif (solveState == true) SlovedLight.Enable() HeavyEmbers.Enable() NoEmbers.Disable()else SlovedLight.Disable() HeavyEmbers.Disable() NoEmbers.Enable()endif
Now, I have no clue about how to go about if the pillar actually is in the solved state. solveState is the variable from the main pillar script form Bethesda. I am also getting an EOF error for the if statment when I try and save. Which of course I expected seeing as how i have nothing pointing to that variable yet. So, how can I see if the pillar is in the solved state? If only I were a scripting person and not a visual design person...
Thanks for any and all help.
