Having Trouble with a Portcullis Trap

Post » Thu Jun 21, 2012 8:30 am

As the title suggests, I'm having trouble with getting a portcullis trap to work. How I envisioned that trap was once the player steps into a trigger box, a Dwemer Centurion wakes up and a Dwemer portcullis shoots up, trapping the player in a small cage with the Centurion. Inside this portcullis cage is a switch that drops the spears.

What I did was I copied the Dwemer Centurion ambush trap in WarehouseAmbushes and got everything set up. I put a TrapLinker and made the switch and trigger box that comes with the prefab its parents. I then made the TrapLinker parents of the spears. Each time I load the cell, the ambush is fine but the spears are already up when I get there. The switch works fine as well. How can I make it so the spears are down when the the cell is loaded? I tried giving them all the Open By Default property but that did nothing. Thanks.
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Silencio
 
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Post » Thu Jun 21, 2012 7:53 am

I had the same problem. I ended up duplicating the gate objects and making new ones for my mod, then editing the new base object. Just set the script property isAlreadyOpen to TRUE. I don't know why I couldn't get it to work else than editing the base. The "Open By Default" setting seems to only affect normal doors.
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Lauren Dale
 
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Post » Thu Jun 21, 2012 6:19 pm

So the idea is to duplicate the Dwemer portcullis spears in the Object Window? Create a whole new object? Hadn't thought of that actually. Thanks for the advice.

Now, for the script property, where would I but that? In the Script tab in Preferences?

EDIT: Figured it out. Works perfectly. Thanks a bunch!
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Ian White
 
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