Arkadaemus Posted October 14, 2016 Share Posted October 14, 2016 I'd like to thank all the modders whose tireless efforts have given us such wonderful paths to run down in an already extraordinary game. That said... Just spent the last two hours searching Google, Nexus Forums, CK wiki, and youtube for tutorials on using a lever to enable/disable objects. Sounds like it would be simple, eh? Sadly, everything I found was convoluted, misleading or hard to follow. So many different approaches to the scripts, which to use, what to reference. Nothing clear and concise, always blah blah this should work. So in the end, after piecing together many works and taking notes, I finally got my "simple" project working. In the basement of my home, I wanted a crafting area. Not a huge space, so I didn't want to use the standard forge. In place of this, I used a Dwemer incense burner, topped with a Sovngarde fire (looks really hot). Set a plain crafting anvil and bucket next to it. But, I didn't want the fire burning all the time, just when I'm down there crafting. Scriptname ArkFireForgeLever1 extends ObjectReference ObjectReference Property ArkForgeLever01 auto ObjectReference Property ArkForgeFire01 auto Event OnActivate(ObjectReference akActionRef) If (ArkForgeFire01.IsDisabled()) ArkForgeFire01.Enable() Else ArkForgeFire01.Disable() EndIf EndEvent Set the fire initially disabled, and added a Dwemer lever next to the fire to switch it on and off. FINALLY got the scripting sorted out so it works. One Event, using OnActivate with one If-Else. No OnInit, Trigger, states, boolcrap <-(see that?) lol :cool: Now maybe I didn't need to define the property for the lever, and won't know because it works as is and I'm not changing anything. Anyway, thanks for reading. And may Azura watch over your papyrus. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 14, 2016 Share Posted October 14, 2016 Only reason for anyone to have used OnInit and that other stuff is if their script was intended to do more than just turn the fire on and off. Sometimes this is the case, sometimes it is not. There is a default script that you could have used without writing a completely new one. Only thing different is that the placed instance of the fire would be linked to the lever by being assigned to the Linked Ref section of the placed instance of the lever. There is also a bool variable but that is solely for changing whether or not the object fades or pops when it is disabled/enabled. But since it has a default value, it could be ignored. scriptName defaultActivateToggleLinkedRef extends ObjectReference { - Toggles the state of the linked ref when this object is activated. } ObjectReference myLinkedRef bool property fade = False Auto Event OnActivate(ObjectReference triggerRef) myLinkedRef = GetLinkedRef() as ObjectReference if (myLinkedRef.IsEnabled()) myLinkedRef.Disable(fade) Else myLinkedRef.Enable(fade) EndIf EndEvent At any rate, congrats on creating your first working script. Link to comment Share on other sites More sharing options...
Arkadaemus Posted October 14, 2016 Author Share Posted October 14, 2016 Well that would have made things go a lot quicker lol. Never saw any reference to that particular script. I initially linked the fire to the lever, but after researching didn't see how that would be used. Thanks for the reply :laugh: Link to comment Share on other sites More sharing options...
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