emallson Posted July 3, 2009 Share Posted July 3, 2009 Right now I have the following Script that I use to close and lock a door when the player goes through a (slightly modified) TriggerOnActivateTrigger. It is based off of the PinkertonDoorUnlockSwitchScript in Fallout3.esm. scn Vault113UnlockSwitchSCRIPT ref MyLink short wasActivated ;sets game mode block to run begin OnTriggerEnter player if IsActionRef player == 1 set myLink to getLinkedRef activate myLink set wasActivated to 1 endif end begin gameMode if wasActivated == 1 set myLink to getLinkedRef if myLink.getLocked ==0 MyLink.Lock 255 endif endif end It's probably not the best way to do it (being a hackjob), but it works. But my problem is that my key (v113finalkey) will not unlock it because it is never registered to the door. The door starts out unlocked. When the player goes through, the door is closed and locked behind them. In the room they enter, there is a Very Easy chest with the key, some weapons, and some caps. How can I register the key to the door? I've come up with an alternative that might work. Simply hiding/deleting the unlocked door and unhiding/creating the locked one. Is that the way to go? Is there even a setKey type of function? Link to comment Share on other sites More sharing options...
Pronam Posted July 3, 2009 Share Posted July 3, 2009 I'm not aware of such a function...But why don't you just set the door (or register it) to 'Needs a key' and make sure it is unlocked after it.Then let it lock it to 255 again with your recent script, as you already did. The adjustment to your trigger-script would be to add a OnLoad block which will run once when you enter the cell for the first time. short unlocked Begin OnLoad if unlocked == 0 set myLink to getLinkedRef mylink.unlock set unlocked to 1 endif End Next to that, you could always attach a script to the door that it will unlock when you activate the door, if you got the key.... Link to comment Share on other sites More sharing options...
emallson Posted July 3, 2009 Author Share Posted July 3, 2009 Ah I see. Good thinking. I tried it out and it worked perfectly! Here's the new script. scn Vault113UnlockSwitchSCRIPT ref MyLink short wasActivated ;sets game mode block to run short unlocked begin OnLoad if unlocked == 0 set myLink to getLinkedRef mylink.unlock set unlocked to 1 endif end begin OnTriggerEnter player if wasActivated == 0 if IsActionRef player == 1 set myLink to getLinkedRef activate myLink myLink.playsound3d DRSVaultVerticalRusty01Close set wasActivated to 1 endif endif end begin gameMode if wasActivated == 1 set myLink to getLinkedRef if myLink.getLocked == 0 MyLink.Lock 255 set wasActivated to 2 endif endif end Link to comment Share on other sites More sharing options...
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