YouDoNotKnowMyName Posted August 22, 2021 Posted August 22, 2021 Good afternoon everybody! I made a triggerbox activator that the player can activate.(Gave it a unique ID, attached a scirpt to it that does some stuff OnActivate). But when I load the game and go to where I placed it, I can't activate it. Is there some keyword that I need to add?
YouDoNotKnowMyName Posted August 22, 2021 Author Posted August 22, 2021 You need ontriggerenter not onactivateBut I want it to be an activatable "invisible box" that I can place over something (to not break PreCombines, if I replaced it with an actual activator that would break them).
LarannKiar Posted August 22, 2021 Posted August 22, 2021 Triggerboxes don't have meshes, they can't be "activated". You'd need an actual object for that.
YouDoNotKnowMyName Posted August 22, 2021 Author Posted August 22, 2021 Yes, it is possible: You know the Covenant-Quest where you can activate certain things to "investigate"?That is done this way! I also found the checkbox "player activation".
niston Posted August 22, 2021 Posted August 22, 2021 Neat. Consider it stolen. I'm going to update the Prydwen VertiCall mod with that!
Zorkaz Posted August 22, 2021 Posted August 22, 2021 Well just post the script then.Maybe use the Covenantbox as a base if it helps
YouDoNotKnowMyName Posted August 22, 2021 Author Posted August 22, 2021 It works with normal trigger boxes.Just check the checkbox "player activation" in the reference window. In the script I just use "On Activate" like for any normal activator.
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