Ranokoa Posted December 12, 2009 Share Posted December 12, 2009 My problems with triggerboxes have spread now further than they were before. I do not know what is going wrong. If someone out there that is a good scripter can help me find a solution to my various problems with triggerboxes and them not reading a script properly please PM me if you believe you can help. I will give a major special thanks in the mod upload once I do upload it publically, as well, I will give you access to the offsite current upload of the mod so you can see what is going on, how to solve it, and to be amazed at the concept :D Aside from being a plea for help one on one, I would like to take this oppertunity to curse triggerboxes and their complete and utter uselessness when their vitally useful. Be well, sleep well, fight well, live long.~Ranokoa Link to comment Share on other sites More sharing options...
Vagrant0 Posted December 13, 2009 Share Posted December 13, 2009 Just remember, if direction of movement is important, a single triggerbox (script) shouldn't be used to control both on and off actions. Instead you should use a pair of trigger boxes with a small space between so that when the player travels in one direction, the on action occurs, when the player passes in the other direction, past the point where the "on" trigger is, the off action occurs. If you are enabling/disabling objects that are being walked on, you should probably also use DisableLinkedPathPoints and EnableLinkedPathPoints to change the state of those pathpoints related to that object. When in doubt, you can always create a simple quest script which performs actions related with a specific state, and just have those triggerzones change that state. short var1 begin gamemode if var1 == 0 if [i]bigrock[/i].disabled == 1 [i]bigrock[/i].enable [i]bigrock[/i].enablelinkedpathpoints [i]bridge[/i].disable [i]bridge[/i].disablelinkedpathpoints endif elseif var1 == 1 if [i]bridge[/i].disabled == 1 [i]bridge[/i].enable [i]bridge[/i].enablelinkedpathpoints [i]bigrock[/i].disable [i]bigrock[/i].disablelinkedpathpoints endif endif end Then with the triggers just use a simplescn dlaihbridgeenabletriggerscript begin ontrigger if <questname>.var1 == 0 set <questname>.var1 to 1 endifscn dlaihrockenabletriggerscript begin ontrigger if <questname>.var1 == 1 set <questname>.var1 to 0 endif Link to comment Share on other sites More sharing options...
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