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Ayleid Trap Troubles


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I've been working hard on my second Alyeid dungeon which will be massive but I've run into a big roadblock... The Traps.

 

This is what I did:

 

Place ARGate01 Trap

Place another ARGate01 Trap

 

Set ARGate01 to Persistent Reference

Set ARGate01 two to Persistent Reference

 

Place AngaTrigPressurePlate01 Trigger

Place another AngaTrigPressurePlate01 Trigger

 

Set Parent of Trigger one to Gate one

Set Parent of Trigger two to Gate two

 

Neither of them work... I did the exact same thing for multiple gates last time and it won't work now. What am I doing wrong? Very detailed explanation please :/.

 

Another problem:

 

Place ARTrapSwingBladeFAST01 Trap

Place another ARTrapSwingBladeFAST01 Trap

Place a third ARTrapSwingBladeFast01 Trap

 

Set all blades to Persistent Reference

 

Place a TrigZoneAny01

 

Link TrigZoneAny01 to ARTrapSwingBladeFAST01 one

Link ARTrapSwingBladeFAST01 two to ARTrapSwingBladeFAST01 one

LinkARTrapSwingBladeFAST01 three to ARTrapSwingBladeFAST01 two

 

Only the first one activated. I have also done this exact same thing for another trap and it worked fine..

 

Also can anyone explain to me exactly how to activate secret walls? And also why don't wall switches work for these traps either?

 

Thanks for reading!

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Oblivion scripting and hardcoding are notoriously unreliable. If what used to work for you is no longer working, count your blessings that you got it to work once, and never go back and edit that part of your other mod because you might permanently break it. I think you should try something else. You could find something else that looks and acts almost exactly the same. I believe the problem is with your door rather than your pressure plates. Maybe you could try ARGateAUTOCLOSE01, ARGateDelay01, a modded version of SE10TempBarrier, or the DOOR ARGateDoor01. You could also mod any one of these to have a custom form ID and a custom script that you write and place on it yourself. ARGate01 has a ridiculously long and complicated script which probably does a few things you really don't care about. The longer the script, the greater chance for derailment.

 

You might go back and examine your old mod that works and see if you are doing anything differently in your new mod.

 

Triggers on swingblades are not reliable when daisy chained. I too have encountered situations where only one of the three will activate. So now I always have one trigger for each individual blade. Three trigger zones, three blades.

 

I think wall switches only work well on single action objects unless you start writing custom scripts. So a switch should be able to open a door or secret door, but it is not set up right to set swingblades to begin continuous operation. I could be wrong about this, but this is the impression I have acquired through my experience with these switches.

 

Secret walls should operate just like you are discussing in your first question. In Ondo there is an instance of ARSecretWall01 which is activated by stepping on ARTrigPressurePlate01. The Secret Door is a persistent reference, and in the Pressure Plate box, under the Enable Parent tab, the Secret Door is selected. You really ought to be able to use any sort of switch you fancy. A wall switch should work. Just be sure you don't use some secret door with a really funky script for one certain dungeon or quest.

 

Hopefully some of this is a little helpful.

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I had a feeling it had nothing to do with me. I'm used to scripts not working right (RTS Map Making for instance) so this is nothing new to me, lol. Thanks for the help!

 

Do you think you could make me some doors with custom scripts and unique IDS (as well as pressure plates). I've never really been able to do more then simple scripting so I probably wouldn't get it.

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I could probably write you some simple scripts for doors and switches, or direct you to the existing doors or switches that already function the desired way. Send me a personal message if you need help. I often do not get back to threads that I comment on a second or third time and lose track of the conversation.
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