MangoMan Posted March 11, 2009 Share Posted March 11, 2009 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 Link to comment Share on other sites More sharing options...
MangoMan Posted March 13, 2009 Author Share Posted March 13, 2009 ok I have discovered the answer myself. If I put IF IsActionRef Player == 1ENDIF 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. Link to comment Share on other sites More sharing options...
MangoMan Posted March 13, 2009 Author Share Posted March 13, 2009 Ok after playing around with the infiltrator perk, they dont actually break the lock until you break it the second time, so this is not an issue. I have written a similar solution for my mod. Many thanks. Link to comment Share on other sites More sharing options...
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