Trigger Once?

Post » Wed Jun 20, 2012 12:29 pm

Glad you have it working now. :goodjob:
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Alberto Aguilera
 
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Post » Wed Jun 20, 2012 2:40 pm

Glad you got the help you needed.

I, uh, probably should have waited in responding, but oh well. >.>
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Monika Krzyzak
 
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Post » Wed Jun 20, 2012 2:59 pm

Random,

I think I encountered a problem with the method.

For those things that are not initially disabled, like the debris on the floor, don't go back to their original state.

I've included the debris in the FormList and tried linking to the xmarker (enable parent) and tried it without linking to the xmarker.

The debris works on entering the room, ie...you can see it. And it disappears when the player steps through the trigger. But the debris doesn't return when the scene is finished.

Any ideas?
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kirsty williams
 
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Post » Wed Jun 20, 2012 11:53 am

So you want the debris to be visible when you first enter, invisible while the scene is going on, then come back when the scene is over? If you don't plan on messing around with the debris at all afterwards, set their enable parent as the X marker, and have their enable state the opposite of their parent. You do that by checking that box in the enable parent tab when you edit them.

If you do plan on messing around with the debris afterwards, then I suggest giving them another X marker as their enable parent. Then you would have to create a new script instead of using the default ones since they don't disable more than one thing at a time. Or I guess you could put in a third trigger somewhere.
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Russell Davies
 
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Post » Wed Jun 20, 2012 9:30 pm

set their enable parent as the X marker, and have their enable state the opposite of their parent. You do that by checking that box in the enable parent tab when you edit them.

This worked perfectly.

Now I understand what parents, xmarkers and states are!

This is the reason I come to these forums. I know I can rely on someone teaching me the ins and outs.

Thanks!
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Andres Lechuga
 
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Post » Wed Jun 20, 2012 8:35 pm

Hey guys...I thought you'd like to see where I took the cut scene.

It's still not 100% (lighting, more debris etc) but since you guys helped me I'll show y'all what I'm doing with it.

https://www.youtube.com/watch?v=-wXkaNGkWjY&feature=youtu.be

/showoff
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OJY
 
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Post » Wed Jun 20, 2012 4:42 pm

I suggest triggering a huge blur effect or shaking the camera when stuff gets enabled/disabled. But other than that, it looks great.
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Queen
 
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Post » Thu Jun 21, 2012 12:19 am

I suggest triggering a huge blur effect or shaking the camera when stuff gets enabled/disabled. But other than that, it looks great.

Those are both great ideas. Especially the blur effect. It would be more cinematic.

But I can't find a blur FX. I'm sure it's a play on the camera, but that is pretty far from my knowledge.
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alyssa ALYSSA
 
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Post » Wed Jun 20, 2012 10:01 pm

Blurring effects are from http://www.creationkit.com/ImageSpace_Modifiers. If there isn't one already used by the game, you can create your own.
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bimsy
 
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Post » Wed Jun 20, 2012 6:37 pm

Do you mean like that area where you use a potion during the quest to get the skull staff or something like where you use a scroll to go back in time during the main quest?
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Tha King o Geekz
 
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