<code>[06/29/2016 - 01:38:54PM] error: (FF00CFB6): has no 3d, and so cannot have its motion type changed.
stack:
[ (FF00CFB6)].ObjectReference.SetMotionType() - "<native>" Line ?
[ (001BA3C6)].TrapGun.HandleStartingWeapon() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapGun.psc" Line 103
[ (001BA3C6)].TrapGun.OnCellAttach() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapGun.psc" Line 81
[06/29/2016 - 01:38:54PM] error: (FF00CFB6): cannot be moved with a matching node because it has no 3D.
stack:
[ (FF00CFB6)].ObjectReference.MoveToNode() - "<native>" Line ?
[ (001BA3C6)].TrapGun.HandleStartingWeapon() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapGun.psc" Line 115
[ (001BA3C6)].TrapGun.OnCellAttach() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapGun.psc" Line 81</code>
Interesting sanity check in this script: proceed when the reference is loaded or when the cell detaches:
<code>EVENT OnCellAttach()
CellIsLoaded = true
:
:
endEVENT
Event OnCellDetach()
CellIsLoaded = false
EndEvent
Function HandleStartingWeapon(objectReference WeaponToLoad)
:
:
while myGunRef.Is3DLoaded() != true && CellIsLoaded == true
utility.wait(0.2)
endwhile
myGunRef.SetMotionType(Motion_Keyframed, false)
:
:
endFunction
</code>