Multiple trigger functions or scripting events

Post » Mon Nov 19, 2012 11:09 am

As part of the dungeon I'm building I have a semi-large room with 7 tombs (Ambush sarcophagus and assossiated triggers ect) basic clutter and so on. Here is the senario I'm trying to get.

The player enter the room (optional either through a door or just opening)
The 4 nordic wall mounted firepits light up (scones i think they are called)
1-3 second after two of the ambush tombs open.
Upon death of those two, 4 more opens.
upon death of those 4, the boss tomb opens.

I could just set some sort of time delay on the tombs opening, and that could be fine, proberly the simplest way to do it, what really bothers me is the lights. I've tried to follow Hellcat5's tutorials where he sets up a parent light and lets that turn on the rest, but he does it with a switch, so the light can be turned off again. I'm trying to do it so the light says on, figuring that it works best with a trigger.

I'm a bit stumbed at this one, and I'm hoping there is someone who can direct me to some information or tutorial or something so i can figure this one out. As for the scripting part in the title I'm guessing its likely something i have to do with a script and that is not my strong side at all!

Any input and ideas are greatly welcome
Treeki
User avatar
Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Mon Nov 19, 2012 11:46 am

It's possible that http://www.creationkit.com/Category:Scenes could help you here, but I've never had anything to do with them so I'm not sure.

If this is something you'd want to do via scripting, you can insert delays into your scripts via the http://www.creationkit.com/Wait_-_Utility function.

Cipscis
User avatar
Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Mon Nov 19, 2012 2:13 am

Looks like i can also run it with the story manager. Either way, something I'll have to look into some more. Was just an issue that came up when i was writing the story for the dungeon, books ect.
In the final stages of Clutter, lights, FX and sounds, still got Navmesh to do.
Thanks Cipscis
User avatar
neen
 
Posts: 3517
Joined: Sun Nov 26, 2006 1:19 pm

Post » Sun Nov 18, 2012 10:11 pm

Yeah, will be a bit complicated however you try to do it.

A lot depends on where you want interactivity and where you only need the player to watch?

The lights are easy with a triggerbox and script (though you may need to disable an unlit model and enable a lit model ... placed in exactly the same spot).

If you are doing that via a script, and you probably are, then you could force the first of your Ambushes to fire (having waited a few seconds with utility.wait(2))

Then you could use scripts on those Ambush guys - with an OnDeath Event - that checked whether his mates were still alive ... and if not fired the script to start the Boss battle.


As Cipscis wrote, you could use Scenes to control timing a bit better ... but probably not needed for just this many steps. And you are right, you could use StoryManager ... but that probably isn't going to get you much further than just doing it all in script.

(Also, think about Enable-Parenting ... check it on the wiki ... you may find that helps you syncronise things)

((AND, have you seen this tutorial? http://www.creationkit.com/Bethesda_Tutorial_Multiple_Ambushes it may also help you out ))
User avatar
Ice Fire
 
Posts: 3394
Joined: Fri Nov 16, 2007 3:27 am

Post » Mon Nov 19, 2012 9:04 am

The first part of Bthalft has some lights that switch on, then stay on. I've successfully copied them into one of my interior cells and then used dwemer buttons as triggers. Might be worth a look.
User avatar
Mason Nevitt
 
Posts: 3346
Joined: Fri May 11, 2007 8:49 pm

Post » Mon Nov 19, 2012 11:30 am

Well worth a look, Cheers Pinro
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm


Return to V - Skyrim