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Triggered Car Explosion.. Help


Xena95

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I've used something similar to what uhmattbravo describes and it does work very well. It all really depends on the situation and exactly how and why you want to trigger the explosion as to what method you use. You can also use the script method below with a trigger so when the Player enters the trigger it starts the process.

scn MyCarExplosionScript

short doonce

begin OnTriggerEnter Player
   if doonce == 0
	MyCarREF.do 300
        set doonce to 1
   endif
end

A couple of things to keep in mind.

I have the "doonce" in the script because I am a stickler for having things run as little as possible in the game. In truth I would probably have a Quest that would disable and markfordelete the Trigger once it has served its purpose. You can take the doonce stuff out and it still runs just fine.

This script example has the trigger set so only the Player sets off the trigger. You can change this to any other specific NPC or just to anyone by taking out the reference completely.

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That's one of those more elegant solutions. Though I did know of that one, I just forgot it.

 

Mine was what I used on things that that didn't work on, like creatures. The do # method is more efficient for cars.

Edited by uhmattbravo
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I wish I could remember all the stuff I have forgotten while modding. I am constantly having to go back and lookup how I did something. It is both good and bad that the GECK allows so many different ways to essentially do the same thing. My thought is usually ok it works now and I'm happy...I have no idea exactly how it worked, but it worked. :smile:

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