The Trouble with Triggers

Post » Tue Jun 19, 2012 10:48 am

I'm having problems with triggers. Namely, they won't show up. Here's what I'm trying to do.
There is a four step process, all involving the same object, around which are surrounded four triggers. But this is down the road, all I'm doing right now is lining up four trigger boxes right in a row (with an object to show me where they are) and seeing if I can get one to activate the next one and deactivate itself.

So imagine four boxes lined up left to right. Boxes 2-4 are initially disabled, while Box 1 is not. All have selected PlayerActivated, and they all have names. Each of them have this script.

Scriptname NextBox extends ObjectReference Quest Property TBJ01  Auto ObjectReference Property PromximateBox  Auto event OnActivate(ObjectReference akReference)   if akReference==Game.GetPlayer()	  PromximateBox.enable()	  self.disable()   endIfendEvent

with PromximateBox (yes, I know, misspelled) each indicating the next box in the row.
The trouble is, the first one isn't appearing! I get no indicator to activate it. Does anyone know of another property of triggers that I'm not including?
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Lindsay Dunn
 
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Post » Tue Jun 19, 2012 10:32 pm

You named the trigger or the reference ? It's the activator that need a name, edit your trigger reference, click "edit base" and set a name there, it's this name that you will see in game.
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Amy Gibson
 
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Post » Tue Jun 19, 2012 4:01 pm

I thought I replied to this thread?

Use Event OnTriggerEnter


Oops. I did reply to your other thread.
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Lynette Wilson
 
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Post » Tue Jun 19, 2012 3:37 pm

In fact, he wants an activator from a primitive, not really a trigger.
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Anna S
 
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Post » Tue Jun 19, 2012 10:27 pm

You named the trigger or the reference ? It's the activator that need a name, edit your trigger reference, click "edit base" and set a name there, it's this name that you will see in game.

That is what I meant by naming them.
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Kill Bill
 
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