Getting Nord Puzzle Doors to Work

Post » Sat Nov 17, 2012 12:36 am

I'm building a Nordic ruin and I've got two door ideas that don't seem to be working.

The first is using the backside of a Nordic puzzle door as a regular door attached to a chain. I thought it would be easy enough to attach PuzzleDoorBase01 to a switch, turn it around, and have it work but it doesn't seem to. When I pull the switch in game, it does nothing.

The second is using NorTempleEntranceHallDoor01, the same door used in the Twilight Sepulcher and the College's quest in Labyrinthian as a door. I've tried reverse-engineering how the door works in those two places but the way it works escapes me.

Any help is appreciated. Thanks!
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Alycia Leann grace
 
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Post » Sat Nov 17, 2012 2:12 am

Double post apologies.

After doing some digging, I discovered that the two activators, PuzzleDoorBase01 and NorTempleEntranceHallDoor01, have two very distinct Havok animations. The animation for the puzzle door descending is called "doorbasedown" and for the temple door, it's "open". I figure I need a script that forces the two doors to play that animation. I'm at a loss on how this works.

To get this running, how would a script that does this look?

event onActivate(objectReference akActivator)PlayAnimation.("open")endEvent

Now, would this script go on to lever I have as the activator's activate parent or would this go on the activator itself?

Thanks for any help!
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Damian Parsons
 
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Post » Fri Nov 16, 2012 11:02 pm

I don't think you need to play the animations directly. I would figure that the activator's activation animations would take care of that for you.

If you want the chain to animate, can you just call ChainRef.Activate()?

Now, to get the door to open when you pull the chain, that's another matter. I think you need to use a linked reference from the chain to the door, with the chain as the parent. I think. Level design has never really been my thing.
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Nick Swan
 
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Post » Sat Nov 17, 2012 1:49 am

I'm not worried about the chain or switch or whatever I finally choose to be the "prime mover". All I care about is getting these activators (PuzzleDoorBase01 and NorTempleEntranceHallDoor01) to animate via another activator. I've tried making them Doors to no luck. I'm not really sure what I'm doing wrong or what I need.
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Mizz.Jayy
 
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Post » Sat Nov 17, 2012 2:55 am

I believe all you should need to do is call

ObjectReference property myCoolDoor autoevent onActivate(objectReference akActivator)myCoolDoor.Activate()endEvent

Have you tried that? Does that not work? What does your Papyrus log say?
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Honey Suckle
 
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Post » Sat Nov 17, 2012 3:01 am

I believe all you should need to do is call

ObjectReference property myCoolDoor autoevent onActivate(objectReference akActivator)myCoolDoor.Activate()endEvent

Have you tried that? Does that not work? What does your Papyrus log say?
Does this go onto the switch/pulley/lever/whatever or on the activator I want to animate? Thanks.
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Lynne Hinton
 
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Post » Fri Nov 16, 2012 9:53 pm

When you Activate (click on) the switch, you send an OnActivate event to all scripts attached to that object. The above code snippet will catch that event and act upon it.
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Heather Stewart
 
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Post » Sat Nov 17, 2012 4:42 am

All right. Tried adding the script to a default lever. Papyrus log says "argument akactivator is not specified and has no default value".
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Josh Lozier
 
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Post » Sat Nov 17, 2012 12:51 am

Post your script file, and the EditorID of the lever you're trying to attach it to.
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Mark
 
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Post » Fri Nov 16, 2012 9:54 pm

I was using NorLever01 (00021513). I put the NorTempleEntranceHallDoor01 (00068BC3) in the cell with the NorLever01 next to it. Went over to scripts in the Reference window of the lever, clicked Add, clicked New Script, didn't change anything but the name, and copy/pasted what you wrote above into the source window. That's my entire process.
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kasia
 
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Post » Sat Nov 17, 2012 4:29 am

I'm bumping this as I still haven't figured out how to make these things move.
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le GraiN
 
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