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OnTriggerActor also gets triggered by activators?


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Hey there,

I've a weird issue on a trap in Nehrim.

 

Nehrim adds 2 "Floor Crushers" onto the roof of a dungeon. So they come down and actually block the way of the player or even lock him inside their texture.

However they deal no damage at all.

So I thought I put 2 killboxes on the floor of each crusher and enable these as soon as the crusher comes down.

 

Following situation:

 

[ ( ) ]

 

So, [ ] = an event trigger box, which activates the crusher coming down to the player.

While () = the initially disabled killbox which has an "OnTriggerActor" block where the targeted actor gets killed.

So the killbox is placed inside the event trigger box.

 

The killbox also has a GameMode block to enable and disable the killbox again at the right moment, but this one works flawless, as of testing it with "PrintC".

However, as of using another "PrintC" on the target reference in the "OnTriggerActor"-block, I realized that it only returns the FormID of the event trigger box back, which activates the crusher.

So it only tries to kill the event trigger box while the player or any creature is unharmed.

 

I know that the trigger box overlaps the killbox, so it's just normal that it would feel triggered by the triggerbox.

 

 

But shouldn't "OnTriggerActor" only run on actors (NPCs, creatures), excluding everything else including activators?

 

Cheers

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I've fixed it.

I've placed 2 trigger boxes on one side of the killbox and 2 on the other.

So the trap won't be triggered if the player is right in place, but if he / she enters or leaves the trap area.

 

Good enough for a proper horrific experience of being crushed by a ceiling Floor Crusher. ^^

 

I've linked the trigger boxes together for a daisy chain.

Yet, only one trigger box is directly linked to the Floor Crusher and activates it. The other trigger boxes are linked to that one persistent trigger box and will try to activate it.

However, the variable which determines if it can be triggered will only allow an activation when 0.

So if the persistent trigger box triggers the floor crusher, a timer will run and set the variable to 0 after 25 seconds.

 

Which is basically the functionality of the base game trigger box, yet I still added it as unique one as you never know when someone uses base game activators, where the changes might intervene with that functionality.

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