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LoneRaptor

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  1. Like this: Scriptname DFLTOonTriggerEnter extends ObjectReference scene property myscene auto quest property myquest auto int property nextStage auto Event OnTriggerEnter(ObjectReference akTriggerRef) if akTriggerRef == Game.GetPlayer() && myquest .GetStage() == 10 ;changed myQuest to myquest myquest .SetStage(nextStage) ; changed myQuest to myquest debug.notification("you entered the trigger area") endif EndEvent try checking the quest stage in game after you get the debug message to confirm it is actually getting changed.
  2. there is another error in the script you wrote the myquest variable differently in the property declaration from the SetStage line (myQuest) These need to be the same. The second script you posted also doesn't check for stage 10 anymore (assuming this was done for testing).
  3. The script should work when it is on the trigger and all properties are filled correctly. if it still doesn't work check the settings on your trigger (in the primitive tab) activation layer: L_ActorZone do not check player activation.
  4. It still won't compile or the trigger doesn't show the message?
  5. That part of the script (the if statement) is correct, i meant the first line underneath the if statement Scriptname DFLTOonTriggerEnter extends ObjectReference scene property myscene auto quest property myquest auto int property nextStage auto Event OnTriggerEnter(ObjectReference akTriggerRef) if akTriggerRef == Game.GetPlayer() && myQuest.GetStage() == 10 myQuest.GetStage(nextStage) ;<---- this one debug.notification("you entered the trigger area") endif EndEvent I'm not sure what you are trying to do with that one, the line above it will make sure that anything inside the if statement will only occur if the quest is at stage 10
  6. That error is telling you that you have too many arguments for the GetStage function, this function doesn't have arguments. Are you trying to set a quest stage if so you should use myQuest.SetStage(nextStage) instead.
  7. The error is because you have to define the event you want to register for in the RegisterForTutorialEvent() This page has a list of all the valid tutorial events. Also the if statement needs to compare to a string write it like this: if asEventName == "PowerArmorWorkbenchEntered"
  8. Yes anything you add that needs to be enabled when the power is turned on can just be linked to the enable parent without having to edit the script
  9. Yes that will work but also setup the new object as the enable parent for the spark/smoke/sound effects. The script has only changed by adding 2 lines to enable/disable the marker so just adding those 2 lines would be enough (starting from Event the 4th and the 9th line where added).
  10. There is an EnableMarker in the statc category that you can use. Place one (these are invisible in game) and use that as the enable parent. Then in the script add a property: (ObjectReference Property EnableMaker Auto) fill it with the ref for the enableMarker and change the script to this: Event OnActivate(ObjectReference akActionRef) If ActivatorRef.IsDisabled();if the teleporter activator is disabled enable it ActivatorRef.Enable();disables the teleporter activator EnableMaker.Enable() EmitterRef.PlayGamebryoAnimation("stage3loop", True);starts animation stage3loop SoundEffectIncetanceID = OBJTeleporterJammerLP.Play(EmitterRef);starts the sound effects ElseIf !ActivatorRef.IsDisabled();if the teleporter activator is enabled disable it ActivatorRef.Disable();enables the teleporter activator EnableMaker.Disable() If SoundEffectIncetanceID ; checks if there is sound playing EmitterRef.PlayGamebryoAnimation("stage1", True); stops the animation Sound.StopInstance(SoundEffectIncetanceID) ;stops the audio loop ;SoundEffectIncetanceID = None ; clears the inctance property so the script knows there is no sound playing EndIf EndIf EndEvent
  11. For the sparks you can place some SplineSparks02 (a movableStatic) there might be others as well look around a bit in the CK, and set them to initially disable and link them to an enable parent and enable/disable that via the script on the power switch. there should also be some accompanying sound effects in the ck as well. I don't remember if the sound gets stopped when you disable it but i think it does so you should be able to add them to the same enable parent as the visual effects. There are also plenty of smoke effects (movable static category) in there as well, these can be enabled/disable the same way.
  12. I meant the one inside the if statement like this: Event OnActivate(ObjectReference akActionRef) If ActivatorRef.IsDisabled();if the teleporter activator is disabled enable it ActivatorRef.Enable();disables the teleporter activator EmitterRef.PlayGamebryoAnimation("stage3loop", True);starts animation stage3loop SoundEffectIncetanceID = OBJTeleporterJammerLP.Play(EmitterRef);starts the sound effects ElseIf !ActivatorRef.IsDisabled();if the teleporter activator is enabled disable it ActivatorRef.Disable();enables the teleporter activator If SoundEffectIncetanceID ; checks if there is sound playing EmitterRef.PlayGamebryoAnimation("stage1", True); stops the animation Sound.StopInstance(SoundEffectIncetanceID) ;stops the audio loop ;SoundEffectIncetanceID = None ; clears the inctance property so the script knows there is no sound playing EndIf EndIf EndEvent
  13. Turns out it was my mistake, you copied the script before i noticed and changed it. replace ActivatorRef.Disable() with ActivatorRef.Enable() and ActivatorRef.Enable() in the section below elseIf with ActivatorRef.Disable(). see post #33 for reference
  14. The script sould be on the power switch. Make sure you have all of the properties filled. ActivatorRef is the teleporter activator, EmitterRef is the objectReference of the static model of the emitter, OBJTeleporterJammerLP is the sound effect (can be auto filled)
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