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Activator sound and animation.


Spudscorner

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I am in the middle of making a mod that requires a couple of activators. I am using the rock switch, which is the wooden handle that turns, and I have tried the push blocks from the ayleid ruins and they have the same problem. I don't get the animation or the sound effect when they are activated. The handle is supposed to turn or the blocks are supposed to go up and down. I get none of this and I was wondering if I have to do something special when adding them to a mod or if there is just some weird glitch that I have going on my end.

 

 

Cheers

Spudscorner

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I am in the middle of making a mod that requires a couple of activators. I am using the rock switch, which is the wooden handle that turns, and I have tried the push blocks from the ayleid ruins and they have the same problem. I don't get the animation or the sound effect when they are activated. The handle is supposed to turn or the blocks are supposed to go up and down. I get none of this and I was wondering if I have to do something special when adding them to a mod or if there is just some weird glitch that I have going on my end.

 

 

Cheers

Spudscorner

The easiest answer is usually found by looking at how they are used in game. Sounds and movement can be scripted.

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If you look at the various levers in the game, you'll notice most of the scripts use the "playgroup" command, which from what I can tell starts the animation sequences. I personallly haven't used them so I'm not 100% sure on that though.

 

Mez

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The easiest answer is usually found by looking at how they are used in game. Sounds and movement can be scripted.

 

Is there anything specific that I would look for?

 

Never mind I didn't see Mezlos reply, I forgot to refresh. I'll look for that.

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If you look at the various levers in the game, you'll notice most of the scripts use the "playgroup" command, which from what I can tell starts the animation sequences. I personallly haven't used them so I'm not 100% sure on that though.

 

Mez

 

 

Hey there again :blush:

 

Would I add something like this to the script that you already made for me aaaDoorActivator

 

ref mySelf

begin onActivate

if busy == 0
	if open == 0
		set mySelf to GetSelf
		playgroup forward 1
		mySelf.pme REHE
		mySelf.pms effectRestore
		set open to 1
		set next to 1
		set timer to 2
	else
		playgroup backward 1
		set open to 0
		set next to 1
		set timer to 0.5
	endif
	set busy to 1
endif

end

 

Cheers

Spudscorner

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Would I add something like this to the script that you already made for me aaaDoorActivator

 

I updated the test mod. All I had to add was "playgroup forward 1" to the activator script to get the animation and sound to work.

 

Mez

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Would I add something like this to the script that you already made for me aaaDoorActivator

 

I updated the test mod. All I had to add was "playgroup forward 1" to the activator script to get the animation and sound to work.

 

Mez

 

 

You rock my world man. Thank you very much. I already gave you a kudos, and i'd give you a few more if I could.

 

Cheers

Spuds

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