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Linking control panel to secret door


saay00

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Hey, I'm fairly new modding and I'm trying to link a control panel to a secret door (the type that's used near the exit of vault 101). I'm aware that the control panel isn't usually used to open regular doors, but i tried to link the panel and the door in the regular way using get linked ref but it doesn't seem to work at all, any way i try to do it. Any help would be fantastic, thanks in advance!
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Thanks for the reply! but i used that script, and instead of opening the door it seems to make it dissappear out of existence then reappear when switched again - i was hoping for it to run the door animation. :smile:
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Thanks for the reply! but i used that script, and instead of opening the door it seems to make it dissappear out of existence then reappear when switched again - i was hoping for it to run the door animation. :smile:

Replace the Enable/Disable with SetOpenState 1 ( 1 being open, 0 being closed ).

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Thanks for the reply! but i used that script, and instead of opening the door it seems to make it dissappear out of existence then reappear when switched again - i was hoping for it to run the door animation. :smile:

Replace the Enable/Disable with SetOpenState 1 ( 1 being open, 0 being closed ).

hmm, doesnt seem to be working, did you mean change the enable to setopenstate 1, the disable to setopenstate 2 and the getdisabled to getopenstate 0? cos the script doesnt flag any errors, but it still doesnt work. And thanks for baring with me on this.

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Thanks for the reply! but i used that script, and instead of opening the door it seems to make it dissappear out of existence then reappear when switched again - i was hoping for it to run the door animation. :smile:

Replace the Enable/Disable with SetOpenState 1 ( 1 being open, 0 being closed ).

hmm, doesnt seem to be working, did you mean change the enable to setopenstate 1, the disable to setopenstate 2 and the getdisabled to getopenstate 0? cos the script doesnt flag any errors, but it still doesnt work. And thanks for baring with me on this.

No lol. Sorry, I didn't even bother looking at the lightswitch script. There is no SetOpenState 2, just 0 and 1.

 

0 = No

1 = Yes

 

SetOpenState 0 would close the door.

 

http://cs.elderscrolls.com/constwiki/index.php/GetOpenState

 

scn [color="#FF0000"]SCRIPTNAME[/color]

short IsOpen

Begin OnActivate player
if ( IsOpen == [color="#00FF00"]0[/color] )
	if( "[color="#FF0000"]DOORREF[/color]".GetOpenState == 3 )
		"[color="#FF0000"]DOORREF[/color]".SetOpenState 1
		set IsOpen to [color="#00FF00"]1[/color]
	endif
elseif ( "[color="#FF0000"]DOORREF[/color]".GetOpenState == 1 )
	"[color="#FF0000"]DOORREF[/color]".SetOpenState 0
	set IsOpen to [color="#00FF00"]0[/color]
endif
End

 

Check and see if that works. I can't be sure without testing it myself, so you get to do it for me.

 

The script was written assuming that the door will be closed by default. If not, you will need to switch the green numbers from 1 to 0 and vise versa.

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  • 1 month later...

I hope this doesn't count as thread necroing, but I too would like to be able to do this, unfortunately I don't know the first thing about even linking two things together, (I only found out how to place objects and lights last night using the Vault 74 tutorial) if possible a step by step quick tutorial about how to lead up to that script, I already have the secret doors I want to use (to represent prison cells)

 

I just want a switch and know how to link them to make the script above work, also, is it only necessary to script for the switch?

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Hi - I don't really know how to use scripts so I found another way to open the secret door - first, place the electrical switch and make sure persistent reference in the reference window is selected. Then place the secret door or doors (I personally like to have more than one door linked this way - it's looks like blast doors when they activate). Make sure it too has per-ref selected and then click on the activate parents tab. Right click and press new - when the activate ref selection window pops up, first make sure the activation delay is 1.0000 then press select reference in render window - your mouse will become this scope-like thing and use it to select the electrical switch. (I learned this through trial and error - if the scope stays red, that means what you are linking to doesn't have a per-ref and won't work. When you put your scope over a per-ref, it will become white). After you do this, you will be back at the reference window - make sure you select Parent Activate Only. Any more doors or objects that you want to be activated by the switch have to be added in the same way - through the Activate Parents tab. Linked Ref didn't work for me and I don't know how to use scripts so I hope that this will help you as it helped me. :)
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