Ghaunadaur Posted August 14, 2014 Share Posted August 14, 2014 Typo: oncalldetach , should be oncelldetach. Link to comment Share on other sites More sharing options...
DarthCareBear Posted August 14, 2014 Author Share Posted August 14, 2014 Ok so ive been trying to get it to work for awhile and I dont understand how the scrept works well enough to fix this. Right now I have Event OnActivate(ObjectReference akActionRef) And then the same as you recomended earlier. Is there anything else I need to declare to get this script to work? As it is it compiles correctly and still doesnt reset the cell in the game. Any ideas? I know you guys have a lot more experience than I do. Thanks Link to comment Share on other sites More sharing options...
Ghaunadaur Posted August 15, 2014 Share Posted August 15, 2014 Remove the typo (see my post above). The script should look like this Scriptname aaaareareset extends objectreference Event OnCellDetach() Cell Aaadsironmine = GetParentCell() Aaadsironmine.reset() Endevent Now you can put it on the door reference in your interior cell. It will work. Link to comment Share on other sites More sharing options...
DarthCareBear Posted August 15, 2014 Author Share Posted August 15, 2014 I had recognized the typo and tried it like that the first time. I will try this again when I get the chance to get on my computer again. For some reason my gf doesnt find it attractive when I geek out on the computer while shes at my house. Idk why... only the cool people do it. Thanks for the help. Out of curiosity will it work the same if I use onActivate instead of onCellDetach? Link to comment Share on other sites More sharing options...
Ghaunadaur Posted August 15, 2014 Share Posted August 15, 2014 Hm...that should work too. The cell only resets when loaded next time anyway, so it doesn't make a real difference. Link to comment Share on other sites More sharing options...
Terra Nova Posted August 15, 2014 Share Posted August 15, 2014 For activation: Actor property PlayerRef auto Cell property Aaadsironmine auto AUTO STATE WaingForDetachment Event OnActivate(ObjectReference akActionRef) if akActionRef == PlayerRef GoToState("Detachment") endif EndEvent ENDSTATE STATE Detachment Event OnCellDetach() if PlayerRef.GetParentCell() != Aaadsironmine Aaadsironmine.Reset() endif EndEvent ENDSTATE ;if you want it to keep resetting after each activation upon leaving, just add "GoToState("WaitingForDetachment") after the first statement in the OnCellDetach Event. Link to comment Share on other sites More sharing options...
DarthCareBear Posted August 18, 2014 Author Share Posted August 18, 2014 Ok ive tried this terra nova (great show btw) but it still wouldnt reset after I left and came back. I dont understand why this is so difficult or what im doing wrong. It sounded to me like your way would work and it compiled correctly (I did fix your spelling errors as well) Link to comment Share on other sites More sharing options...
Hoamaii Posted August 18, 2014 Share Posted August 18, 2014 My guess would be that if the script fires instantly, the player may still inside the cell when the OnCellDetach event is called in the Detachment state. Also, there's a warning in the CK Wiki saying that the OnCellDetach event is not reliable (http://www.creationkit.com/OnCellDetach_-_ObjectReference) Have you tried Ghaunadaur's script? Link to comment Share on other sites More sharing options...
DarthCareBear Posted August 18, 2014 Author Share Posted August 18, 2014 Yes but I didnt define a property on it. Ill try that again Link to comment Share on other sites More sharing options...
DarthCareBear Posted August 18, 2014 Author Share Posted August 18, 2014 Still no luck Link to comment Share on other sites More sharing options...
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