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Need some help with scripting Re: 'OnActivate'


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Okay, so here's my issue. In the mod I'm working on, there's a part where the player essentially goes into someone's house and looks for clues. (They click on a piece of furniture, a message box comes up, etc). At the moment, when they enter the house, a trigger updates to the relevant quest stage, but when the player leaves the house, I want the quest to update again to basically something like 'You've checked the house, now....etc.'

 

At the moment, I've got an OnActivate block on the two doors from the house. They do update the quest by triggering the quest stage, but unfortunately, I then can't use the door's normal activation to open and let the player leave. I've tried googling and searching on here for an answer, but I can't seem to find one. I had a look on the Geck website about OnActivate and such, but I think it's just not sinking in at the moment. (Or I've hit the point where I don't understand it, haha). I basically need this; when the player clicks on the door, it will update the quest stage, and it will allow the player to leave the house.

 

 

This is the script I have so far, which basically triggers the quest stage, but then leaves the door locked:

 

scn EastsideLucyHouseActivateQuestStage


Begin onActivate player


if getStage EastsideRecruitsContractFour == 25
  setStage EastsideRecruitsContractFour 30


endif


END

I assume something else needs adding along the lines of 'once this activation is activated, remove it', but I can't figure out how it's done. If someone could point me in the direction of a tutorial or answer that I've missed, I'd really appreciate it. I normally manage to figure these things out by looking at the vanilla scripting, but I can't think of where something similar is this time. I'm still learning a lot of the scripting, so this is the most (I think) complicated one I've done so far. Thanks, guys!

 

 

*And apologies if this is a seriously obvious issue. Like I said, I'm still learning. LOL

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