Trigger Question

Post » Tue Jun 19, 2012 9:15 pm

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 ObjectReferenceQuest Property TBJ01  AutoObjectReference Property PromximateBox  Autoevent 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?

BTW Yes this question is a repost, but it seems like no one read the other thread. I titled this one a little better.
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Andrea Pratt
 
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Post » Tue Jun 19, 2012 8:43 pm

For triggers, use Event http://www.creationkit.com/OnTriggerEnter_-_ObjectReference

OnActivate is for activatable objects like switches, levers, etc.
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jadie kell
 
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Post » Tue Jun 19, 2012 11:41 am

For triggers, use Event http://www.creationkit.com/OnTriggerEnter_-_ObjectReference

OnActivate is for activatable objects like switches, levers, etc.

I don't want it to trigger when the player enter's the box, I want it to trigger when they activate a particular object.
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Chris Jones
 
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Post » Tue Jun 19, 2012 8:25 pm

double post, i replied there : http://www.gamesas.com/topic/1354528-the-trouble-with-triggers/
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Rob
 
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Post » Tue Jun 19, 2012 11:24 am

You can't activate trigger boxes..

Use the objects you want as an activator. This will probably require that you unpack the meshes and textures (you can use Fallout's Mod Manager to do this, just tools, BSA Explorer, and find the object you want. Click extract).

Then you can create a new activator object, and set it's mesh to the object you extracted. Now you have an activator, and that script should work.


Check to see if there isn't already an activator version of the statics you're using.
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i grind hard
 
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Post » Tue Jun 19, 2012 4:48 pm

You can't activate trigger boxes..

Yes you can, name the activator (the form that you select or create for the trigger), and select "player activation" on the primitive tab of the reference, and it becomes an activator.
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matt oneil
 
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Post » Tue Jun 19, 2012 1:00 pm

Yes you can, name the activator (the form that you select or create for the trigger), and select "player activation" on the primitive tab of the reference, and it becomes an activator.

Yes, this is precisely what I did. It works beautifully for creating one box. It activates and runs all appropriate scripts. I currently have one that actually does some neat things. What I can't get them to do is enable the next box in line. They disable themselves just fine, but won't enable another trigger box.
Should I be doing something other than using an ObjectReference for enabling the next box?
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Cat Haines
 
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Post » Tue Jun 19, 2012 1:38 pm

You can't activate trigger boxes..

Use the objects you want as an activator. This will probably require that you unpack the meshes and textures (you can use Fallout's Mod Manager to do this, just tools, BSA Explorer, and find the object you want. Click extract).

Then you can create a new activator object, and set it's mesh to the object you extracted. Now you have an activator, and that script should work.


Check to see if there isn't already an activator version of the statics you're using.

This won't work precisely because I need the object to do multiple things. You activate the same static three times to accomplish three different effects. Kind of similar to the Mehrune's Dagon altar, you know?
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Christine
 
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Post » Tue Jun 19, 2012 3:23 pm

So I tried something else, which sadly did not work. In the Mehrune's Dagon altar they accomplish this in a different way. They create an alias to the second trigger. The first trigger advances the stage, and at the beginning of the stage this line runs


Alias_DagonSpeaksTrigger.GetRef().Enable()

I tried the same thing, to no avail. I did remember to check the Allow Disabled button in my alias too.
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Lalla Vu
 
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Post » Tue Jun 19, 2012 9:57 am

I just tested your script, and it's working. I create 1 trigger with the script attached, duplicate it 3 times, disabled the 3 copies, and edit the promximate property for each to point to the next trigger, and everything works.
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Mark Hepworth
 
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Post » Tue Jun 19, 2012 7:35 pm

I just tested your script, and it's working. I create 1 trigger with the script attached, duplicate it 3 times, disabled the 3 copies, and edit the promximate property for each to point to the next trigger, and everything works.

Interesting. I guess I'm not crazy then.
Oh, I performed another test. This time I disabled the first trigger box and made it enable from picking up another object in a totally different area. Worked like a charm, I have no problem activating triggers apparently. Except from other triggers, or from the quest log. Can anyone tell me what might be going wrong with my game?
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suniti
 
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Post » Tue Jun 19, 2012 10:08 pm

Interesting. I guess I'm not crazy then.
Oh, I performed another test. This time I disabled the first trigger box and made it enable from picking up another object in a totally different area. Worked like a charm, I have no problem activating triggers apparently. Except from other triggers, or from the quest log. Can anyone tell me what might be going wrong with my game?

I got to the second box! We'll see if this continues to work...
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Symone Velez
 
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Post » Tue Jun 19, 2012 3:48 pm

Whatever my problem was seems to have gone away. weird
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Dale Johnson
 
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