Trigger Box Won't Trigger

Post » Tue Jun 19, 2012 7:45 pm

This is the first time I've built a trigger box, and although it looks very similar to the Mehrune's Dagon altar, it won't quite work. I'll walk you through what I did, and hopefully someone will say where I went wrong.

I selected the altar of talos (Located at WeynonStones01 in Tamriel) and then clicked the triggerbox button. A box dutifully appeared bound around the altar. Then I edited it to be player activatable, and then wrote a script for it. (Not the base, on the specific instance. That's what the Mehrune's dagon altar did.) Here's the script.

Scriptname AltarActivator extends ObjectReferenceObjectReference Property Altar  Auto Quest Property TBJ01  Auto MiscObject Property Butterfly  Auto MiscObject Property Bee  Auto MiscObject Property DragonFly  Auto MiscObject Property Torchbug  Auto MiscObject Property Moth  Auto event OnActivate(ObjectReference akReference)   if (Game.Getplayer().getItemCount(Bee)==1 && Game.Getplayer().getItemCount(Butterfly)==1 && Game.Getplayer().getItemCount(Dragonfly)==1 && Game.Getplayer().getItemCount(Moth)==1 && Game.Getplayer().getItemCount(Torchbug)==1 && akReference==Game.Getplayer())	   TBJ01.SetStage(60)   ;if akReference==Game.GetPlayer()AltarButterfly.enable()AltarDragonfly.enable()AltarMoth.enable()AltarTorchbug.enable()Altarbee.enable()   endifendEventObjectReference Property AltarBee  Auto ObjectReference Property AltarMoth  Auto ObjectReference Property AltarButterfly  Auto ObjectReference Property AltarDragonfly  Auto ObjectReference Property AltarTorchbug  Auto 

It compiles perfectly fine, and seems like it should work. I'm testing it by having given myself a copy of each jar. Trouble is, I don't get the Activate button to show up. (Actually I'm using an override so that it says Place Jars, but in any case) This is pretty troubling. I've looked and looked and cannot find a salient difference between what I did and what the folks at gamesas did for the Mehrune's Dagon quest.

Can anyone enlighten me?
User avatar
A Dardzz
 
Posts: 3370
Joined: Sat Jan 27, 2007 6:26 pm

Post » Tue Jun 19, 2012 9:47 am

Do you mean you aren't given the option in-game to activate the scripted object? Activators need to be given a name before you're able to activate them, perhaps that might be your issue?

Cipscis
User avatar
roxanna matoorah
 
Posts: 3368
Joined: Fri Oct 13, 2006 6:01 am

Post » Tue Jun 19, 2012 7:06 pm

Do you mean you aren't given the option in-game to activate the scripted object? Activators need to be given a name before you're able to activate them, perhaps that might be your issue?

Cipscis

LOL That was indeed the problem. Thank you so much!
User avatar
Melly Angelic
 
Posts: 3461
Joined: Wed Aug 15, 2007 7:58 am


Return to V - Skyrim