What is the difference between these activators

Post » Mon Jun 18, 2012 11:42 pm

Or: why does this not work.

the next script:

[size=3]Scriptname PedestaltriggerAezeal extends ObjectReference [/size][size=3]auto State Inactive ;The auto here means "Start in this state" [/size][size=3]event OnActivate(ObjectReference akActionRef)[/size][size=3]goToState( "Active" ) [/size][size=3]activate( self ) [/size][size=3]if akActionRef == Game.GetPlayer() [/size][size=3]AkActionref.MoveTo(MyMarker)[/size][size=3]EndIf [/size][size=3]goToState( "Inactive" ) [/size][size=3]Endevent [/size][size=3]endState[/size][size=3]State Active ;Dummy state, don't do anything if animating [/size][size=3]event OnActivate(ObjectReference akActionRef)[/size][size=3]endEvent [/size][size=3]EndState[/size][size=3]ObjectReference Property MyMarker auto[/size][size=3]
[/size]

After some help this script works on a copy of (activator) dunKilkreathCrystalPedestal but NOT on (also and activator) DwePipeCapSpiderEx01DONTUSE

(and the same goes for a script the first basic "hello world" script that I can''t get working on the dwerepository01

What is the difference between the activators?
User avatar
laila hassan
 
Posts: 3476
Joined: Mon Oct 09, 2006 2:53 pm

Post » Mon Jun 18, 2012 11:44 pm

I'm sure one of you knows what the problem is here
:D
User avatar
Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Post » Mon Jun 18, 2012 5:19 pm

Sorry for the shameless bumping but I would really like to know why the same script does perfect teleports on one activator but not on another.
User avatar
Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

Post » Mon Jun 18, 2012 11:48 pm

What do you mean doesn't work? Can you activate it?
User avatar
Blaine
 
Posts: 3456
Joined: Wed May 16, 2007 4:24 pm

Post » Tue Jun 19, 2012 7:06 am

no I can't activate that last pipe end thingie, but I can activate the pedestal (both not original ised for teleporting)
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Tue Jun 19, 2012 2:58 am

Activators need to have a name in order for the activator HUD to show up. Make a new base object with a name included, or create an activator primitive and shove it over the activator in question, then script that instead.
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Tue Jun 19, 2012 1:51 am

Yes thank you, adding a name made it clickable.
User avatar
Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm


Return to V - Skyrim