DaemonGrin Posted October 1, 2015 Share Posted October 1, 2015 Ok so I generally do a setopenstate script for opening doors from other locations but I recently saw a video (Seddons) where he setup a door and switch no scripting just the door is linked to the switch with the switch as an activate parent. Now I have set this up with an electrical switch and my jaildoor. It doesn't work...Does this work?? Seddon never showed it ingame working so I have no clue. If it does work why doesn't mine? does it hate me? how can I make it like it? XD Thanks,Geoff Link to comment Share on other sites More sharing options...
DaemonGrin Posted October 2, 2015 Author Share Posted October 2, 2015 I liked this and hoped I could get it working because the animation on the electrical switch would play (the lever would go up and down when activated) but with a script it doesn't. If this door with activate parent switch setup doesn't work how can I get the scripted switch to play the animations when activated? Thanks,Geoff Link to comment Share on other sites More sharing options...
Belthan Posted October 3, 2015 Share Posted October 3, 2015 I've used activate parent for traps, but never to open a door so I don't know if there's a way to make it work or not. For opening, enabling, etc., I make the object to be activated the linked ref of the switch. For the switch to open a door and play the switch animation, just make sure you call Activate on the switch itself at the end of the OnActivate block. If it's a one-time-only switch, put a doOnce variable in the script and call SetOpenState on the first activation. Making it reusable is a tiny bit more complicated, mainly because the values for GetOpenState and SetOpenState are different. This example won't let you use the switch while the door is in the middle of opening or closing, only when it is actually open or closed: SCN SwitchOpenDoorSCRIPT REF TheDoorREF BEGIN OnActivate set TheDoorREF to GetLinkedRef if TheDoorREF.GetOpenState == 3 ; closed TheDoorREF.setOpenState 1 elseif TheDoorREF.GetOpenState == 1 ; open TheDoorREF.setOpenState 0 endif ; ignore 2 (opening) and 4 (closing) activate END Link to comment Share on other sites More sharing options...
DaemonGrin Posted October 3, 2015 Author Share Posted October 3, 2015 I've used activate parent for traps, but never to open a door so I don't know if there's a way to make it work or not. For opening, enabling, etc., I make the object to be activated the linked ref of the switch. For the switch to open a door and play the switch animation, just make sure you call Activate on the switch itself at the end of the OnActivate block. If it's a one-time-only switch, put a doOnce variable in the script and call SetOpenState on the first activation. Making it reusable is a tiny bit more complicated, mainly because the values for GetOpenState and SetOpenState are different. This example won't let you use the switch while the door is in the middle of opening or closing, only when it is actually open or closed: SCN SwitchOpenDoorSCRIPT REF TheDoorREF BEGIN OnActivate set TheDoorREF to GetLinkedRef if TheDoorREF.GetOpenState == 3 ; closed TheDoorREF.setOpenState 1 elseif TheDoorREF.GetOpenState == 1 ; open TheDoorREF.setOpenState 0 endif ; ignore 2 (opening) and 4 (closing) activate END THAT WHAT IT IS!! I always forget to call activate at the end UGH! Thanks a ton!!Geoff Link to comment Share on other sites More sharing options...
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