Guest Messenjah Posted January 3, 2012 Share Posted January 3, 2012 So, for some reason, my Trigger script won't save. Does anyone see anything I'm missing? SCN FFTakeASeatTriggerScript Short SitDown Begin OnTriggerEnter If (GetActionREF==Player)&&(SitDown!=1) set SitDown to 1 Endif End Begin OnTriggerLeave If (GetActionREF==Player)&&(Sitdown!=0) set SitDown to 0 Endif End Error check with this: http://www.cipscis.com/fallout/utilities/validator.aspx Shows it to be ok but when I save it into FO:NV, it refuses to save. :\ Link to comment Share on other sites More sharing options...
viennacalling Posted January 3, 2012 Share Posted January 3, 2012 It doesn't like you using sitdown. Change it to something else like mySitDown and it will save. Best guess is sitdown is used somewhere else that you could potentially access from your script and the Geck is confused by you trying to also use it as a variable inside your script. Link to comment Share on other sites More sharing options...
Guest Messenjah Posted January 3, 2012 Share Posted January 3, 2012 Thanks, I finally figured it out after taking a break and playing with it a bit more. It's funny how the GECK is always picky about things like this lol. Fixed the final script too: SCN FFTakeASeatTriggerScript Short TakeSeat Begin OnTriggerEnter Player If TakeSeat!=1 Set TakeSeat to 1 Endif End Begin OnTriggerLeave Player If TakeSeat!=0 Set TakeSeat to 0 Endif End Makes it a lot simpler. Essentially, I'm setting up a sequence for a lapdance. How I'm approaching this, is I'm sending a dancer to a marker via a travel AI Package. Then, through a quest, the player receives a quest update, telling them to have a seat via a trigger return. Then, when the player sits down, they will collide with another trigger, situated on the seat that will return a value of TakeSeat==1. When this is true, the another AI package for the NPC will start and the conditions for the first AI package will be invalidated due to the return value from the OnTrigger event. When the first AI package starts, the NPC will walk a few steps over to a dance marker and begin to dance, when the AI package starts, the AI packages should reverse. Hopefully.... Another way I suppose I could do it, would be to simply have the OnTrigger event toggle the dance marker on and off.... not sure what this would do though. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 4, 2012 Share Posted January 4, 2012 You could use this instead of all those triggers (or at least the last one)http://geck.bethsoft.com/index.php/IsCurrentFurnitureRefJust have the dancer package check to see if the player is sitting in the specified chair. Link to comment Share on other sites More sharing options...
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