Zorkaz Posted September 28, 2022 Share Posted September 28, 2022 This is not a request for me but for the whole of humankind. Can someone please create a simple cylindrical trigger zone as a .nif? The Height can vary it's not that important.Just something that accepts for "OnTriggerEnter" I'm personally thinking of Spinning Traps Link to comment Share on other sites More sharing options...
pepperman35 Posted October 1, 2022 Share Posted October 1, 2022 Zorkaz, would you happen to know of a nif that is used in this manner? I could possible take a look at that nif and see what would be required on a cylindrical version. Link to comment Share on other sites More sharing options...
Zorkaz Posted October 1, 2022 Author Share Posted October 1, 2022 Okay I thought this would be something basic, sry. I do not know about 3dsmax, Maya or Blender and thus the flags to make an object passthrough with trigger effect.Only some workshop traps do have the feature Link to comment Share on other sites More sharing options...
hereami Posted October 1, 2022 Share Posted October 1, 2022 (edited) Example could be Meshes\Markers\DummyMarkers\TriggerBoxCone01.nif , DummyTriggerBoxCone01 [ACTI:000A1404] . This is used as Enter/Leave trigger by script. Probably, TriggerBox256x256.nif etc. Edited October 1, 2022 by hereami Link to comment Share on other sites More sharing options...
pepperman35 Posted October 1, 2022 Share Posted October 1, 2022 Okay, I'll take a look at those and see if I can replicate it for a cylindrical version. Link to comment Share on other sites More sharing options...
pepperman35 Posted October 1, 2022 Share Posted October 1, 2022 Okay, here is an attempt. It is round 256unit and 256 units high. I have low confidence especially with the collision. Link to comment Share on other sites More sharing options...
Zorkaz Posted October 1, 2022 Author Share Posted October 1, 2022 Thanks I'll try it Link to comment Share on other sites More sharing options...
pepperman35 Posted October 2, 2022 Share Posted October 2, 2022 In the event the other didn't work, I experimented a bit more with the collision setting. I tested the attached with the following test script and it seemed to work fine. Scriptname FO4_TestTriggerScript extends ObjectReference {script that simply activates the master script when player enters the trigger} ;************************************ auto State Active Event OnTriggerEnter(ObjectReference akActionRef) if(akActionRef == game.GetPlayer()) Debug.Notification("Hello, the player has entered the trigger") endif EndEvent Event OnTriggerLeave(ObjectReference akActionRef) if(akActionRef == game.GetPlayer()) Debug.Notification("Hello, the player has left the trigger") endif EndEvent EndState ;************************************ State Done ;do nothing Event OnTriggerEnter(ObjectReference akActionRef) ;do nothing EndEvent Event OnTriggerLeave(ObjectReference akActionRef) ;do nothing EndEvent EndState Link to comment Share on other sites More sharing options...
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