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Script trouble with a LoadDoor

scripting loaddoor onlockstatechanged

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#1
Laerithryn

Laerithryn

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I'm having a problem getting a script to work on an existing vanilla loaddoor. All I need is for the door to SetObjectiveCompleted when the OnLockStateChanged happens. The script compiles fine but in game, nothing happens, it's dead Jim!

Scriptname UsedHouseKeyScript extends ObjectReference

Quest Property MyMod  Auto

Event OnLockStateChanged()
     if Islocked() == 0
Debug.Notification("Used house key to unlock the door")
MyMod.SetObjectiveCompleted(30)
     EndIf
ENDEVENT
Any ideas or help would be greatly appreciated. Thanks
 
Edit: Issue Resolved by simply updating the associated SEQ file.






Also tagged with one or more of these keywords: scripting, loaddoor, onlockstatechanged

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