christianerding2 Posted July 18, 2016 Share Posted July 18, 2016 (edited) Hello Folks, it disturbed my always that the magic pillars that are activated by Faralda in Winterhold emit no light.So I altered the MG01WellCollisionScript to that: Scriptname MG01WellCollisionScript extends ObjectReference ReferenceAlias Property MG01FaraldaAlias AutoSpell Property Magelight AutoLight Property MagicWellLight AutoEvent OnHit(ObjectReference Aggressor, Form Source, Projectile AkProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)if Source == Magelight if Aggressor == MG01FaraldaAlias.GetReference() || Aggressor == Game.GetPlayer() GetLinkedRef().SetAnimationVariableFloat("fmagicburnamount", 1) GetLinkedRef().PlaceAtMe(MagicWellLight) Self.Disable() endifendifEndEvent Problem is it works perfect on the first magicwell but it does nothing on the others!I filled the proprtyies on every collisionmarker.The problem could be that only the first collisionmarker is unique "MG01WellCollisionRef"the other marker have a empty reference Editor ID!Is there anything that can be done to get it work on the other collisionmarkers? I thought this would be easy done in 10 Minutes, now I sit here for 1 Day!Any help is appriciated! Greetings, Christian Edited July 18, 2016 by christianerding2 Link to comment Share on other sites More sharing options...
Ghaunadaur Posted July 19, 2016 Share Posted July 19, 2016 For the game it doesn't matter if the reference editor ID is empty or not. The problem has to be somewhere else. Link to comment Share on other sites More sharing options...
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