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Need help with Scripted Ambush - CK-Related


RaffTheSweetling

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I need some help please.

 

Does anyone know how to get molerat triggered ambushes to work?

 

I have tried making the trigger and setting the activation from scratch, and also tried copying the redrocket01 triggered molerat ambush objects. There is also no lvlmoleratambush in the warehouseambush cell for me to copy and to reverse-engineer, and for me, it isn't working the way I need it to at all.

 

My needs are this: I need for a DefaultActivateSelfTrigger to enable another DefaultActivateSelfTrigger to appear. The second DefaultActivateSelfTrigger will then be used to activate/enable my lvlmoleratambush to appear. I can then use my first lvlmoleratambush to parent enable several more to appear seconds later.

 

I am able to copy from redrocket01 the trigger and the lvlmoleratambush/s, but they don't work properly. The earth that they burst from is shown even before the lvlmoleratambush have been activated.

 

I spent a few hours trying to figure out what this set-up requires, and what I need to do, but it doesn't come naturally to me, and I need the help of a more experienced modder please.

 

Thanks in advance!

Edited by RaffTheSweetling
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Got it all working on my lonesome. :)

 

I'd actually had it working before, but the ambush molerats objects were just placed a bit too high, so the mound of earth that they launch up out of looked to me at first like as though it was already loaded, and that the molerats were not being properly activated by the trigger when I tested it, when they actually were.

The trick is that they need to be placed below the ground height and then they'll spring up out of the ground when triggered.

 

Would be awesome if there was a single thing on the Fallout 4 Creation Kit tutorial page for this sort of thing.

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  • 2 years later...

Raff, hey man. Funny finding this, I've ben searching for help with triggers. How's it goin? The backpack mod seems to be doing ok, getting some nice comments from people that are enjoying it. Thanks again.

 

So did you learn a good bit about triggers? I'm just trying to make a trigger that displays a message, and maybe hopefully at some point a message animation, when you first walk through the box. Any idea how to do this? I can't seem to find how to make the DefaultActivateSelfTrigger point to anything, can't figure out how to make it... activate something. I've even looked at instances used in the game and for the life of me I can't see what it is they trigger.

 

I thought about just recompiling the code with a debug.notification, but I'm not even sure that will work. Annoying, it seems like I'd be able to reverse-engineer this. It seems like I'd be able to do it without using quest stages. And this is important for me too because I need to do a ton of these (like 40-50) and I don't want to do a quest for each one, or do a repeating stage that would have to be reset and then ones you've already triggered would trigger again.

 

Did you end up making custom triggers? Any idea how I can get one to display a message?

 

Also, these don't add/change the navmesh data do they?

 

Thanks again for your help.

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