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there's a tutorial in CreationKit.com for the OnTriggerEnter events where the WorkshopPressurePlate01 has a baked-in TriggerCylinder. In 3DS Max 2013 I've made simple object and created a cylinder around the simple object.

 

The following steps I took:

 

1) Linked Cylinder to Simple Object.

2) Created Rigid body for Cylinder.

3) In the Collision Group Panel I've made the Collision Type to be Trigger. Collision Material just NullMaterial.

4) Selected Parent and then exported.

 

Of course used Elric to convert the Nif properly. Once done then I copied the processed NIF to Data\Meshes\SetDressing\[MyOwnMeshName]\

 

I created a construction object for the Simple Object. In the simple object activator (duplicated from CZLiftActivator or CZActivatorLift) I replaced the old script and inserted my script where it notifies me when the OnTriggerEnter and OnTriggerLeave events are fired.

 

In game the results are much as running into a invisible wall nothing happening. So I believe my issue is that it's being a rigid body not trigger volume or trigger box or trigger cylinder.

 

I don't want to create a trigger on the object in cell editor because the WorkshopPressurePlate shows me that it can be done in 3D Modeling tool.

 

I was hoping anyone would know how to get this working? Thanks for chipping in your wisdom.

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  • 7 years later...

As I just had to find this out:

* Create Rigid Body (with Proxy, if you want an editor marker) basically as described above
* In the collision group
  - Material: NullMaterial
  - Object Type: Trigger
  - check both "Phantom" and "Shape Phantom"
* Export and run through Elric
 

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