Highsight Posted November 17, 2010 Share Posted November 17, 2010 I am currently trying to make an activator, but when I put my crosshair over it, it never seems to realize it is an activator. I believe this is because the model I am using does not have any collisions, and I have no idea how to give it collision data. Does anyone have a solution to this OTHER than changing the model? Link to comment Share on other sites More sharing options...
ObLars Posted November 17, 2010 Share Posted November 17, 2010 Might be stupid, but you do have a script attached? Link to comment Share on other sites More sharing options...
Highsight Posted November 17, 2010 Author Share Posted November 17, 2010 Yep. Don't worry though, it's always good to rule the stupid things out first. :) Link to comment Share on other sites More sharing options...
Interfer0 Posted November 17, 2010 Share Posted November 17, 2010 Is is a button on a wall? There is an issue with the collision meshes of walls being too wide, so when you go to press the activator, you can't because its behind the wall collision. I had that problem with an elevator. Link to comment Share on other sites More sharing options...
Highsight Posted November 17, 2010 Author Share Posted November 17, 2010 It is actually a clock on a wall, and I tested it by pulling it away from the wall completely (free floating), but even then I couldn't activate it. :/ Link to comment Share on other sites More sharing options...
Highsight Posted November 17, 2010 Author Share Posted November 17, 2010 Just tested it using "Activate Player 1" in the console, it works 100% perfectly, I just can't get the crosshair to change to activate when it is on it. :/ Link to comment Share on other sites More sharing options...
Ez0n3 Posted November 18, 2010 Share Posted November 18, 2010 Does it have a name? Might also need an activate sound, even if it's silent? If you need an invisible activator, you can use the models like ../effects/forcefield... for the mesh. Don't remember the exact name off hand, but some doors use it too (gates in/to the strip I think?). Link to comment Share on other sites More sharing options...
Highsight Posted November 18, 2010 Author Share Posted November 18, 2010 Yes sir, it has a name, and an activation sound. I would use that invisible model, but the problem is, I would have to add it everywhere. I tried applying the same exact properties to a Nuka Clock, and it worked perfectly, I think maybe I will just replace all clocks in the game with nuka clocks if I can't figure this out. Link to comment Share on other sites More sharing options...
Recommended Posts