That's an amasing script you wrote fg109, sadly I hardly understand it (i adjusted the speed to my liking and that's my limit). I'm actually not looking for a script to turn the skull the same way as the player, I just want it to look the otherway on activation. That being said, this isn't all I want to do, I want to give players a choice, "turn the skull" and "don't turn the skull" and link the choice to the rotation and the activation of a trap. The skull turns (again tyvm) and the door activates, however the door doesn't wait untill the "turn the skull" choice it simply triggers the trap. How do I link the choice of the messagebox to the activation of the skull? Scriptname atestSkullText extends ObjectReference
Message property box1 auto
{Are you sure you want to dishonor the dead? Y/N}
Message property box2 auto
{Fool! Leave my remains alone!}
Message property box3 auto
{Stop it or I will kill you}
Message property box4 auto
{Now you die!}
int count
Event OnActivate(ObjectReference akActionRef)
if count ==4
count = 1
else
count = count + 1
endif
GetMessage(count).Show()
endEvent
Message function GetMessage(int currentCount)
Message chosenMessage
if currentCount == 1
chosenMessage = box1
if index == 0
self.SetAngle(0.0, 0.0, -90.0)
else
endif
elseif currentCount == 2
chosenMessage = box2
self.SetAngle(0.0, 0.0, 90.0)
elseif currentCount == 3
chosenMessage = box3
self.SetAngle(0.0, 0.0, -90.0)
elseif currentcount ==4
chosenMessage = box4
self.SetAngle(0.0, 0.0, 90.0)
endif
Return chosenMessage
endFunction