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"Power on" elevator with terminal


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I have a working elevator. It was actually very easy. But I want my elevator to start in a deactivated state, and if the player tries to activate it, it displays a message saying it 'requires power'. The player will use a terminal to activate the elevator.

I have been experimenting for an hour or so, but honestly, I don't know what to do.

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Without any thought whatsoever because I haven't used elevators yet (so take it with a grain of salt), the first thing that comes to mind is the requirespower (or something similar) actor value. Might lead to something, at least.

 

Edit: Maybe in cunjunction with keywords WorkshopStartUnpoweredOff, WorkshopCanBePowered, and actor value workshopcanbepowered?

 

...I really should look at these elevators everyone is talking about someday...=/

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I'm on my phone at work without access to the CK but I'm pretty sure there is some sort of power state setting in the script properties for your elevator. Have you looked at that?

 

If you haven't done so already I suggest you take a look at an existing one to reverse engineer it. The elevator that leads to the Switchboard exit comes to mind...pretty sure that requires power being activated from a terminal.

 

Not really an answer, but maybe a step in the right direction...

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That's guys, I got it to work!

Thank you, RedRocketTV. I totally forgot about the elevator in the Swtichboard. It's actually really easy, once you understand it.

All you need is an "ElevatorMaster" (it's that red bubble marker). It has a script called "elevatormasterscript". Double click and change 'bStartDeactivated' to 'True'. Then you'll need to link your ElevatorMaster marker to your elevator. Just link to your elevator exactly the same way it is done in the "SwitchBoard" interior cell. (There's a lot of links, as you have to link to the inner and outer doors, the panels and meters.)

In your terminal, you'll need to create a new menu item. In this example, we'll call it "Power on elevator". Create a new property called 'pElevatorMaster' as an 'Object Reference' and use the 'pick reference in render window' tool to select your ElevatorMaster marker.

Click OK and go back to your menu item. In the box where you can type Payprus Fragments, type the following:

(pElevatorMaster as ElevatorMasterScript).MakeElevatorFunctional()

This is what I did and it works. But if you have any trouble, just replicate exactly how it's done in the "SwitchBoard" cell.

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