Demeggy Posted September 16, 2009 Share Posted September 16, 2009 Triggers. Bloody annoying things, but important I guess. I'm trying to get my triggered script event to run once and once only, but after fannying around with having it set int's and the likes, it doesn't seem to want to do much. Can anyone point me on the right track? Here's the script; scn LCoGLockdownSCRIPT begin onTriggerEnter player PlaySound3D EmergencyALARM TriggerHitShader 5 blastdoor1.lock end Much obliged Link to comment Share on other sites More sharing options...
c2552 Posted September 16, 2009 Share Posted September 16, 2009 It doesn't even play the sound? make sure the script type is "object" and that it's linked to the activatoranyway, to run the script only once you have to add an "if"-line and make it untrue at the end of your script, for example:scn script short doOnce begin xx if doOnce==0 xx xx set doOnce to 1 endif end Link to comment Share on other sites More sharing options...
Demeggy Posted September 17, 2009 Author Share Posted September 17, 2009 Cheers dude, I knew it was along those lines, just after sitting here for hours staring, brain tends to skip a few beats :P the object script I've tossed in goes; scn LCoGLockdownSCRIPT short doOnce begin onTriggerEnter player if doOnce==0 PlaySound3D TARDIScloisterBell TriggerHitShader 5 dimensiondoor1.lock set doOnce to 1 endif end which I've applied to a trigger that the player crosses through to start off this little sequence. However it still doesn't seem to be registering... :/ hmmm edit: ignore, Im being a complete spaz... the trigger was in the wrong place... cough... whilst Ive got your attention though, is there anyway to force a start of dialogue between my player and this intercom Ive got setup right next to where the trigger is placed? I wasn't sure if I could use the say function, as it's not an NPC (although the intercom does refer to an NPC's topic tree). Link to comment Share on other sites More sharing options...
c2552 Posted September 17, 2009 Share Posted September 17, 2009 I haven't got any experience with forced dialog yet, sry, but maybe you can figure it out by taking a look at the 'Big Town'-Guard dialog, you know, the one which starts if you attempt to cross the bridge Link to comment Share on other sites More sharing options...
Demeggy Posted September 18, 2009 Author Share Posted September 18, 2009 I'll have a look at that cheers, see if I can fathom it. Thanks :) if anyone else has any ideas, please fire them at me :) Link to comment Share on other sites More sharing options...
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