KaelVirum Posted August 3, 2015 Share Posted August 3, 2015 I'm trying to set up a trap/door system and I have the puzzle pillars placed in my room. But when I go into game and activate them they don't turn. How do I set up the "combination" as it were to activate the different actions? Link to comment Share on other sites More sharing options...
Veltoss Posted August 3, 2015 Share Posted August 3, 2015 (edited) It's fairly simple once you understand the scripts and how to reference them correctly. Take a look at the scripts that come pre-attached to the pillars and the lever (you should be using defaultPuzzleLever01Furn for the lever). Open up the properties for the scripts and it's fairly self explanatory. Hovering over the properties for the levers tells you which side is which number (like 1 is for eagle). The pillars each reference the lever (the lever does not reference anything). A rundown of the scripts: defaultPuzzlePillarNoFurn initialState is the state that it starts in (the direction facing out towards the player) solveState is the state that it needs to be in for the puzzle to be solved (all the pillars need to be in the solved state) defaultPillarPuzzleLeverNoFurn pillarCount is the number of pillars used in the puzzle (vanilla puzzles are between 3 and 5 I think) puzzleDoorActivator is what makes the door open when refActOnSuccess01 happens. It should reference an xmarker. The xmarker needs to have the script default2StateActivator. In the script the only thing that should be checked is the "isOpen" bool. refActOnFailure# activates objects if the player pulls the lever without all the pillars being in the solved state. This is for traps like darts. refActOnSuccess01 should reference the door you want the puzzle to open. The 1/eagle side of the pillar should face where the player would face or approach the pillar. The intialState should automatically turn it to whatever you put it to, you don't turn it to a random non-correct animal in the CK. The door you want to open should have the xmarker as the Activate Parent (usually with a .5 second delay). Make sure that "Parent Activate Only" is selected so that the player can't just open the door without doing the puzzle. If you want to raise a drawbridge instead of open a door, like in Skuldafn, you need a default2StateActivator script on the drawbridge as well. I suggest looking at Skuldafn's drawbridge as a reference for the settings. To reference the existing pillar puzzles ingame, find the defaultPuzzleLever01Furn in the CK and right click, then click Use Info. Double click Skuldafn for the drawbridge, or any of the others to see it used for a portcullis. Also, pro tip: Make sure that your darts/spears/whatever hit not only around the lever to hit the player, but also scattered around where the player would be to make sure you hit their follower(s) too! :devil: Edited August 3, 2015 by Veltoss Link to comment Share on other sites More sharing options...
KaelVirum Posted August 3, 2015 Author Share Posted August 3, 2015 Thanks, man! I'll get right on this right away! You've made a, hopefully, really awesome idea possible! Link to comment Share on other sites More sharing options...
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