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Making Skryim traps reset faster than the game engine?


Hoamaii

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Hi guys,

 

I'm trying to get a trap to reset when an actor exits the cell. Basically, this should be the same process as a pressurePlate which toggles on and off children references and scripts.

 

Except that in this instance I'm trying to have it work with FallingRocks. At the moment a trigger volume activates a child trapLinker (Vanilla scripts) which in turns activates children TrapFallingRocks rocks and Dust, also Vanilla scripts. 5 scripts are working together here and I'm adding a 6th one "OnActivate" the exit load door to call the reset function on player's exit.

 

If anybody knows more about traps and could give me a few hints, I'd be very grateful.

 

- Would I need to reset each child reference individually or would resetting a parent also trigger reset of children references?

 

- Also, "Reset()" seems to only work on fast travel - I'm guessing references do not reset before 3D is unloaded, am I correct?

 

A thousand thanks in advance :smile:.

 

Hoamaii

 

(sorry for the improper English, not my native language...)

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