Spudscorner Posted June 14, 2007 Share Posted June 14, 2007 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. CheersSpudscorner Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 14, 2007 Share Posted June 14, 2007 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. CheersSpudscornerThe easiest answer is usually found by looking at how they are used in game. Sounds and movement can be scripted. Link to comment Share on other sites More sharing options...
mezlo Posted June 14, 2007 Share Posted June 14, 2007 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 Link to comment Share on other sites More sharing options...
Spudscorner Posted June 14, 2007 Author Share Posted June 14, 2007 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. Link to comment Share on other sites More sharing options...
Spudscorner Posted June 14, 2007 Author Share Posted June 14, 2007 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 CheersSpudscorner Link to comment Share on other sites More sharing options...
mezlo Posted June 15, 2007 Share Posted June 15, 2007 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 Link to comment Share on other sites More sharing options...
Spudscorner Posted June 15, 2007 Author Share Posted June 15, 2007 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. CheersSpuds Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.