Prethorius Posted February 28, 2009 Author Share Posted February 28, 2009 damn looks like the bug is still there, i've just tried it and the elevator still stuck Link to comment Share on other sites More sharing options...
Cipscis Posted February 28, 2009 Share Posted February 28, 2009 damn looks like the bug is still there, i've just tried it and the elevator still stuckOh? Damn... Try using the ShowVars console command on the elevator and the switch etc. and tell me what the results are. Cipscis Link to comment Share on other sites More sharing options...
Prethorius Posted March 1, 2009 Author Share Posted March 1, 2009 ok so... Switch in Outcast Outopost location: (bottom)-state=2-actronaut=(00000000) (moving up)-state=3-actronaut=(00000014) (moving down)-state=1-actronaut=(00000014) (stuck position)-state=0-actronaut=(00000014) (Switch in the above location)-clear once=1 looks like sometimes script enforcing state to value "0" and dont change into "1" state in result the elevator is not moving Link to comment Share on other sites More sharing options...
Cipscis Posted March 1, 2009 Share Posted March 1, 2009 Ok, it looks like the "state" variable is being correctly set to 0 then, so the problem must be with "elevFlag". I've been told in the past that checking if a ref variable is pointing to the player via " == " sometimes doesn't work, so try changing "DLC02ElevSwitchAboveSCRIPT to this:scn DLC02ElevSwitchAboveSCRIPT ; brute force script here.... ;update: clear crime against DLC outcast faction the first time the player uses the elevator short ClearOnce ref rActionRef Begin OnActivate set rActionRef to GetActionRef if rActionRef.GetIsReference player set DLC02LD.elevFlag to 1 if ( ClearOnce == 0 ) if ( DLC02OA1.OutcastsHostile == 0 ) DLC02DefenderSibleyRef.ClearActorsFactionsPlayerEnemyFlag set ClearOnce to 1 endif endif DLC02ElevAboveDoorREF.Activate player endif EndCipscis Link to comment Share on other sites More sharing options...
Prethorius Posted March 1, 2009 Author Share Posted March 1, 2009 give me some time to test :) Link to comment Share on other sites More sharing options...
Cipscis Posted March 1, 2009 Share Posted March 1, 2009 On looking at your last post I can see that it's not the problem anyway, as the "actronaut" variable is correctly set to the player's RefID - "00000014". When the elevator is stuck, I assume that you can use "PlayGroup forward 0" on it in the console to cause it to descend? What do you normally have to activate to cause it to descend? Cipscis Link to comment Share on other sites More sharing options...
Prethorius Posted March 1, 2009 Author Share Posted March 1, 2009 still getting stuck so I did use "playgroup forward 0" on the DOORS near by elevator and it goes down Link to comment Share on other sites More sharing options...
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