Flenaris Posted April 28, 2010 Share Posted April 28, 2010 Sorry, wrong thread. Link to comment Share on other sites More sharing options...
kieranfoy Posted April 28, 2010 Share Posted April 28, 2010 Wrong thread. This is for Oblivion. It's the one with swords and magic. And... stuff!! EDIT: Hokay, now it do be fixed. Link to comment Share on other sites More sharing options...
Flenaris Posted April 28, 2010 Author Share Posted April 28, 2010 Wrong thread. This is for Oblivion. It's the one with swords and magic. And... stuff!! Oh fiddle cookies. Well, up to Fallout then!. Thanks :P.. Link to comment Share on other sites More sharing options...
BadPenney Posted April 28, 2010 Share Posted April 28, 2010 Do they have intercoms in Oblivion? Link to comment Share on other sites More sharing options...
rausheim Posted April 29, 2010 Share Posted April 29, 2010 @BadPenny: Oh yes, they had a nuclear wasteland too! :P @Flenaris: Create a new script: with the following. Comments in () REMOVE THEM! scn MyModOpenDoorUsingIntercom1 (Use whatevery name you find fancy, but keep it clean and uniqe for the sake of other modders)begin onactivate (This is the way the script is triggered)doorREF.unlock (DoorREF is the persisent refrence to the door. Note that this may only work on certain doors, where others will just unlock instead of open)end (Telling the script to end duh!) Duplicate one of the activators that has the model of a intercom and assign the script to it. And for the shorter version, Place the door, give it a persistent refrence, add the intercom (activator with no scripts from other stuff, like other missions then your own. Also give it a persistent refrence) somewhere, then you double click on the door, go to "Activate Parents" and select from the list, this activator, click ok. Now you should see an arrow from the door towards the intercom. Now load up the game and test it :-) Link to comment Share on other sites More sharing options...
BadPenney Posted April 29, 2010 Share Posted April 29, 2010 It can be helpful to use code boxes in posts: scn MyModOpenDoorUsingIntercom1 begin onactivate doorREF.unlock end This is especially good as the scripts become more complex. Instructions can be placed behind a semicolon ( ; ) if desired. That will allow the instruction to be copied and pasted along with the script to read by the user but not by the Fallout program. scn MyModOpenDoorUsingIntercom1 begin onactivate doorREF.unlock ; replace doorREF with the name of a unique door object. end Link to comment Share on other sites More sharing options...
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