How do I make an Activator?

Post » Mon Jun 18, 2012 8:40 pm

How do I make a brush in the world that will allow me to press E on it? I have tried Triggers to no avail.
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Elizabeth Falvey
 
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Post » Mon Jun 18, 2012 3:08 pm

There's an Activators category in the object window.
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Josee Leach
 
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Post » Mon Jun 18, 2012 1:10 pm

There's an Activators category in the object window.

Im very aware of that... But those arent brushes... Or if some of them are, they dont seem to spawn. I tried the bookshelfactivator just for [censored] and giggles, but nothing appeared.
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Chloe Yarnall
 
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Post » Mon Jun 18, 2012 3:31 pm

http://www.creationkit.com/Creating_Primitives

"Player Activation: This only works for Triggers and allows the player to get a prompt when his cursor is over the Trigger (The prompt will be the name on the trigger/activator base object), which can then be activated by the player and sends an OnActivate event."
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Zosia Cetnar
 
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Post » Mon Jun 18, 2012 8:03 am

http://www.creationkit.com/Creating_Primitives

Did that already. I have both a Collision bruch AND a trigger brush since neither appeared to be working. Gimme a second. Creating a Imgur account to post a screenshot

EDIT:
http://i.imgur.com/gMBJv.jpg

there.

I made sure that the player activation is checked and everything. Still not working
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Rebecca Clare Smith
 
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Post » Mon Jun 18, 2012 11:39 am

Huh. Odd. I tried myself, both by making a collision box, and by making a trigger box, and I can't get it to work either.
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JD FROM HELL
 
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Post » Mon Jun 18, 2012 2:58 pm

Huh. Odd. I tried myself, both by making a collision box, and by making a trigger box, and I can't get it to work either.

Yay. New bug. [censored] :dry:
Damn this is the second bug that prevents me from doin what I wanna do.

Oh well. Using a door till that gets fixed. F this S.
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Isaiah Burdeau
 
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Post » Mon Jun 18, 2012 10:53 am

Just because something doesn't work the way you think it should does not make it a bug and in this case its not !

Triggers do not allow activation -> they ONLY allow triggering when entering, while inside or when exiting...

You need an object with a RigidBody layer of static, animstatic, props, weapon, etc... before you can make an object activatable.
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Jarrett Willis
 
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Post » Mon Jun 18, 2012 4:35 am

Triggers do not allow activation

Then why does the wiki article say otherwise?

"Player Activation: This only works for Triggers and allows the player to get a prompt when his cursor is over the Trigger (The prompt will be the name on the trigger/activator base object), which can then be activated by the player and sends an OnActivate event."

Sounds pretty clear to me.
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Baby K(:
 
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Post » Mon Jun 18, 2012 7:27 am

Just because something doesn't work the way you think it should does not make it a bug and in this case its not !

Triggers do not allow activation -> they ONLY allow triggering when entering, while inside or when exiting...

You need an object with a RigidBody layer of static, animstatic, props, weapon, etc... before you can make an object activatable.

Then why does the wiki article say otherwise?


Especially since this is EXACTLY how the bookshelves work. It is simpy a trigger.

Tell you what SaidenStorm... You post a picture of yours working, and Ill believe you. Otherwise, Im convinced somethings F'ed up.

Also, further proof... BOTH have a checkbox in the primitives tab that allows activation. If what you said was the case, this would not be there.
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Dona BlackHeart
 
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Post » Mon Jun 18, 2012 12:07 pm

Then why does the wiki article say otherwise?



Sounds pretty clear to me.

In previous games all you needed to do was to give your item a unique id and give it a name and as long as any collision was present the name would show. you see any other way?
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Marion Geneste
 
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Post » Mon Jun 18, 2012 7:06 pm

In previous games all you needed to do was to give your item a unique id and give it a name and as long as any collision was present the name would show. you see any other way?

Why dont you go look for yourself how these things work instead of pulling stuff our of your ass, because at the moment, you are just spewing out wrong information.

Edit:
Removed rage at your ignorance. You are only trying to help. But please EDUCATE yourself before you post a [censored] comment such as "You see any other way" because you clearly have not looked into the new methods that Skyrim introduces you to. Untill then, dont bother posting because you do not know what you are talking about.
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Dale Johnson
 
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Post » Mon Jun 18, 2012 7:09 am

Hey now, can't we be a little more civilized?

And I'm not sure I quite get what you said Saiden. So is there any way to have a trigger/collision box be used as an activator?

Am I just misunderstanding what the wiki says?
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Emma louise Wendelk
 
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Post » Mon Jun 18, 2012 9:53 am

You have to link the trigger to an object that has a name.
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Cool Man Sam
 
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Post » Mon Jun 18, 2012 12:40 pm

Hey now, can't we be a little more civilized?

And I'm not sure I quite get what you said Saiden. So is there any way to have a trigger/collision box be used as an activator?

Am I just misunderstanding what the wiki says?

Mustve saw it before I edited it... its late, Im cranky, and [censored] dont work.

He is talking about previous games where all you had to do was place the actual object.
Which is not the case here, he also isnt up to date on the new methods for Skyrim since he says you cant use a trigger as an activator. Which for you and I who have actually tried it, we know that there are options and a wiki that specifically say how to enable it to do so. And as already stated, the bookshelves use triggers for the book sorting, but copy/pasting them seems to break them for me, as well as wall mounts. So that option is out the window.
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Eire Charlotta
 
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Post » Mon Jun 18, 2012 4:10 pm

You have to link the trigger to an object that has a name.

Allright mate. I tried it just to see if by some chance Im making a big ass of myself and not listening. But to no avail... Didnt work.
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Chloe :)
 
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Post » Mon Jun 18, 2012 2:55 pm

I'm examining the Bookshelf, and there seems to be a few elements to it. Quite confusing.

From what I can see, it's comprised of the following:
A container which holds the books.
Book markers that tell where to display the book in the world.
A trigger that checks if the player is infront of the bookcase (From what I can tell from the script on it, it appears to check if the player is currently interacting with the books.)
And a "Click Trigger" which appears to be what me and severed are trying to make.
From what I see, it has two things tying it to the container. A linked ref, and a keyword property.

I'm gonna see if I can make a similar set up now, and figure out exactly how it's put together.
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kelly thomson
 
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Post » Mon Jun 18, 2012 10:46 am

A trigger that checks if the player is infront of the bookcase (From what I can tell from the script on it, it appears to check if the player is currently interacting with the books.)
It actually checks if the books are inside the trigger, If they are remved from the trigger, they are removed from the container.... Very clever way of doing it.

And a "Click Trigger" which appears to be what me and severed are trying to make.
Correct...

From what I see, it has two things tying it to the container. A linked ref, and a keyword property.
Both of witch only use the references within the script to check item counts, use the events for the chest being closed, etc

Ive sucessfully replicated ONCE in another esp file... but as I said, for some reason when I attempt to copy/paste it, everything breaks - resulting in the issue at hand now.
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Melung Chan
 
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Post » Mon Jun 18, 2012 4:27 pm

Here is what I developed during the CK Beta and further developed overnight so I would not have to deal with the mass of triggers and faulty copy/paste of how Bethesda did BookShelves.

1) Import the BookShelf.nif.
2) Import a Book -> the book itself does not matter.
3) Set up Collisions as AnimStatic -> I used Box Primitives (remember Games used Half Extents so you have to center the pivots).
4) Name the Book "DummyBook01" and clone it multiple times -> I have multiple different animated setups that show from 30-60 DummyBooks.
5) Set up a Box Primitive called Phantom, it needs to fit the entire inner bookshelf -> this is the trigger box for checking if books get removed after being placed.
6) Create the Script -> you use Self.HasNode("DummyBook01-60") to check to see what nodes are present and to set the max number of allowed books for this shelf, my own script checks against some States that I animated to all allow different volumes of allowed books.
-> Use MoveToNode to place the books at each node.

This setup allows the entire Book Shelf to exist as one object with one script and is impossible to break by copy/paste...
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Grace Francis
 
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Post » Mon Jun 18, 2012 6:39 am

Not even bothering.
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Ashley Hill
 
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Post » Mon Jun 18, 2012 4:06 pm

1) Import the BookShelf.nif.
2) Import a Book

I assume I should be using static objects for these?


Edit: freudian slip
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Ice Fire
 
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Post » Mon Jun 18, 2012 12:37 pm

I'm having trouble with the Self.HasNode.

Don't suppose you could give an example of what it would look like in the script?

Also, just to be sure, what is the script supposed to be attached to?
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Darren Chandler
 
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Post » Mon Jun 18, 2012 7:07 pm

I'm having trouble with the Self.HasNode.

Don't suppose you could give an example of what it would look like in the script?

Also, just to be sure, what is the script supposed to be attached to?

This is the script I used just for testing HasNode and MoveToNode -> everything else branches off of this base AddItem, RemoveItem and TriggerZoneExits.

Scriptname ssScriptHasNodeScript extends ObjectReference  Import DebugImport UtilityBook Property PlacedBook01  Auto  Book Property PlacedBook02  Auto  Book Property PlacedBook03  Auto  Book Property PlacedBook04  Auto  Book Property PlacedBook05  Auto  Event OnActivate(ObjectReference akActionRef)ObjectReference PlacedBookRefIf Self.HasNode("DummyBook05")PlacedBookRef = Self.PlaceAtMe(PlacedBook05)PlacedBookRef.MoveToNode(Self, "DummyBook05")Elseif Self.HasNode("DummyBook04") PlacedBookRef = Self.PlaceAtMe(PlacedBook04)PlacedBookRef.MoveToNode(Self, "DummyBook04") Elseif Self.HasNode("DummyBook03")PlacedBookRef = Self.PlaceAtMe(PlacedBook03)PlacedBookRef.MoveToNode(Self, "DummyBook03") Elseif Self.HasNode("DummyBook02")PlacedBookRef = Self.PlaceAtMe(PlacedBook02)PlacedBookRef.MoveToNode(Self, "DummyBook02") Elseif Self.HasNode("DummyBook01")PlacedBookRef = Self.PlaceAtMe(PlacedBook01)PlacedBookRef.MoveToNode(Self, "DummyBook01") EndifEndEvent
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carly mcdonough
 
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Post » Mon Jun 18, 2012 12:50 pm

Why dont you go look for yourself how these things work instead of pulling stuff our of your ass, because at the moment, you are just spewing out wrong information.

True information or not, put your [censored] together and pay some damn respect. This isn't bloody 4 chan, people have some manners here.
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no_excuse
 
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