SGTbayk47 Posted August 11, 2015 Share Posted August 11, 2015 Hey all, I'm currently trying to write a script which will make the screen fade to black, play an animation on the activator, then activate a door to move the player into the next cell. I have successfully made the screen fade and play an animation. I also technically have had success activating the door, just not the way I want it to. My original script caused the door to activate instantly, so you can't see the animation and fade to black. Therefore I tried adding a timer, but obviously did it wrong because the animation and fade play, but the door doesn't activate at all. Here's my script with a timer added (most definitely done wrong): SCN ListeningPostElevatorTopScript Short Timer Short Active Ref CurrentUser ;Sets the correct animation; Begin OnLoad Playgroup Forward 1 End ;Activates the lift for the player OR an NPC; Begin OnActivate If IsActionRef Player == 1 && Active == 0 IMod FadeToBlack2sISFX PlayGroup Left 1 Set Active to 1 Else Set CurrentUser to GetActionRef ;CurrentUser.Moveto ListeningPostElevatorBottomNPCREF Endif End ;Activates the hidden elevator door after 2 seconds; Begin GameMode If Active == 1 If Timer < 2 Set Timer to Timer + GetSecondsPassed Else ListeningPostElevatorDoorTopREF.Activate Player Set Active to 0 Endif Endif End If anybody knows what I've done wrong and how to fix it, it would be greatly appreciated. Cheers, BayK. Link to comment Share on other sites More sharing options...
Fallout2AM Posted August 12, 2015 Share Posted August 12, 2015 Did you try changing the declaration of Timer as float? Link to comment Share on other sites More sharing options...
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