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Door Scripts


MangoMan

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Hi,

 

I have tried putting a script on many doors, but for some reason the OnActivate section of the script fires regularly for every door in an area. Is there a reason why this happens? Is there a check I can make in my script to ignore activations that were not made by the player? Another oddity is that, unless there are many (5 or 6) locked doors per area, I think my check of IF GetLocked == 1 is failing, because the part of the script past that check is executing.

 

Many Thanks

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ok I have discovered the answer myself. If I put

 

IF IsActionRef Player == 1

ENDIF

 

then the activate script is ignored when the player has not triggered it.

 

Another question I have is, is there a way to "Break" a lock? I have a mod where you can jam locks, but all I can do is SET LockLevel TO 255, which is almost the same as breaking it, except it will not allow a second attempt with the Infiltrator perk. I can almost add that manually, but what I can't do is allow one more regular lockpick attempt after a jam. If I could just "break" the lock as if the user had failed a force attempt, the Infiltrator perk would be taken care of by the game.

 

Thanks.

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