mALX1 Posted September 6, 2011 Share Posted September 6, 2011 * I can't get this Trap to work, and wondered if anyone had any suggestions. The Trap is as exact a copy as I could make of the TG11 Ultimate Heist "Falling Exit" from Ocato's chambers via the fireplace "Loose Hearthgrate." (my absolute favorite Trap in the entire game). The only changes I've made from the original: Of course cutting out quest references in the script. Other than that the only change is the landing - the fall lands you in water instead of concrete. (or would if it worked). The issues: The ChorrolLoadDoorMiddle02 not functioning whatsoever, even when "Auto" is clicked. The biggest issue is that the PlayerControls become disabled as soon as the Player enters the IDSkyliteTube01. I tried to script "OnActivate EnablePlayerControls - that worked only once, but the Chorrol Load Door didn't - so at this time those are the only two issues I know of. I made this Trap with the actual materials (copied and pasted) of the original "TG11 Falling Exit" and spent tons of time crawling all over the original to learn how it worked - my PlayerControls never became disabled even when I tried to activate the original with a script, so I can't understand what is causing that (unless it is my script ...urk!). Anyway, here is my trap and script, if anyone can help me fix this - I'd really appreciate it tons! http://s434.photobucket.com/albums/qq67/Maxical1/Falling%20Exit%20Trap/ In case you need to reference the original Trap and Script, I have it in a seperate album here: http://s434.photobucket.com/albums/qq67/Maxical1/Falling%20Exit%20Trap/BethesdasTrap%20I%20Copied%20And%20How%20It%20Works/ Thank you so much in advance for any help you can give me * Link to comment Share on other sites More sharing options...
fg109 Posted September 6, 2011 Share Posted September 6, 2011 You should not need to have a script on your door at all. Not sure if that's your problem, but if a script has an OnActivate block, then activating the object has no effect unless you put an Activate command in the script. Link to comment Share on other sites More sharing options...
mALX1 Posted September 6, 2011 Author Share Posted September 6, 2011 You should not need to have a script on your door at all. Not sure if that's your problem, but if a script has an OnActivate block, then activating the object has no effect unless you put an Activate command in the script. Okay, that may be where my problem is then. I have the "OnActivate" for the actual collision activation of the trap door by the Player, and the "Activate" command for the ChorrolLoad door. (or it should be, it isn't working right, so my script has to be the error - although I'm still unsure why it is disabling the PlayerControls). I actually don't have a script on the ChorrolLoad door itself, the (1B) script is on the trap-door floating in the air to the left. The script references the ChorrolLoad door with the "Activate" (or should, I've done something wrong right there - not sure if I need to move the "Activate" reference below the door or switch positions with it and the "Enable." I have also tested the "Auto" function on that door by cuing it to another door - the auto feature works fine when it has a door referenced (but sends the Player to the other door). As soon as you remove the reference to another door, the Auto feature stops working. Link to comment Share on other sites More sharing options...
mALX1 Posted September 6, 2011 Author Share Posted September 6, 2011 ** Addendum - It just hit me that the original trap is built in an "Interior World" and my trap is built in an "Exterior World" - would this make a difference? Link to comment Share on other sites More sharing options...
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