RequireComponent with custom public vars?

Hi, is there a way to assign variables to ScriptA, which is required by ScriptZ, so that these variables already show up in the editor? I want to accomplish some sort of auto-setup: A GameObject needs script A,B,C and I just want to assign script Z which assigns script A, B, C already with the right public variables. I can only imagine to do this in the Awake function but then false variables will be shown while still in the editor…

Example Code:

using UnityEngine;
using System.Collections;

public class ScriptB : MonoBehaviour {

    public int a = 1;
    public int b = 2;

    void Awake() {
        	ScriptA scriptA = GetComponent<ScriptA>();
	        scriptA.a = a; // when game is inactive maybe ScriptA shows 42 instead of 1

    void Update() {

Trying moving your code to Start() not awake