Multiple-Use Trigger Box?

Post » Thu Jun 21, 2012 11:01 am

So, I'm trying to make a trap wherein the player walks over a bridge (a RatwayDrawbridge) and is dumped into water below as the bridge falls open. It's currently activated by a defaultActivateSelfTRIG primitive box set right on top of the drawbridge, and works perfectly fine... once. Once the player climbs out of the water and resets the bridge with a lever, the trigger box will not activate the bridge when the player attempts to cross it a second time (the point is to force the player to use their Whirlwind Sprint Shout to cross the bridge).

I've gone through the reference window of the trigger box into "Edit Base" >> the "defaultActivateSelf" script and made sure that the "disableWhenDone" and "doOnce" properties are not set to true, but that doesn't seem to do it.

Any thoughts?
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lauren cleaves
 
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Post » Thu Jun 21, 2012 11:11 am

Maybe the trigger box is falling off the bridge with the player...

OK, silly suggestion, I know :)
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Alycia Leann grace
 
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Post » Thu Jun 21, 2012 7:31 am

You should not be editing the base object, but the reference. In other words, don't edit the activator, edit the trigger that you created. That's just to make sure it doesn't break every other defaultActivateSelf trigger though. No idea what's going on that's making it not work for you.

I suppose it could be that the reference (the trigger you created) saved the values for the properties as something other than the default ones taken from the base object (activator).
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Gemma Flanagan
 
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Post » Thu Jun 21, 2012 5:58 am

You need to create a new trigger primitive by pressing the [T] button in the CK, clicking in the render window, select NEW, name your new trigger primitive, and scale it to the size and position you need. After that, write a new script and attach it to the trigger primitive that uses the http://www.creationkit.com/OnTriggerEnter_-_ObjectReference event. You could use the http://www.creationkit.com/OnTriggerLeave_-_ObjectReference event to reset variables as necessary once the player leaves the trigger zone (by falling down or otherwise). The OnTriggerEnter event will fire each and every time the player enters the trigger zone.
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mishionary
 
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Post » Thu Jun 21, 2012 4:18 pm

Awesome, that seems to do the trick. Thanks folks!
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Lexy Dick
 
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