Deleted32363610User Posted July 10, 2017 Share Posted July 10, 2017 (edited) EDIT:I don't know how I created two duplicate posts on the forums, but it was an accident! I apologize!WHAT I AM DOING:First of all, I have reasons due to my quest's story not to use a traditional elevator. It must be custom. So I made a custom elevator from the "SimpleElevatorPackIn".I have two cells, "ConSub01" and "ConSub02". The player is escaping "ConSub01" via elevator to "ConSub02", therefore, both cells have two identical appearing elevators because the person playing will need to understand it's the same elevator.So far, everything works fine except for the final part.In "ConSub01", the player presses a button to activate the elevator and rides it up until a trigger makes the screen fade black and an "AutoloadDoor" teleports the player to "ConSub02". Now, what is SUPPOSE to happen is when the cell "ConSub02" loads, the screen fades from black to normal and the elevator will AUTOMATICALLY be animating. However, when I teleport to ConSub02, the screen fades from black to normal, but unless I activate the elevator with a button, it will not animate automatically.Solutions: (Failed)Here is a list of some solutions I have attempted during the past 3+ hours. None were successful.NOTE: I reverted the script back to it's original version, so I am basically recalling the code I wrote.Since I am using the SimpleElevatorPackIn, I decided to edit it's vanilla script (in a way that wouldn't effect any other elevator, but would automatically activate my elevator).I first made a new property called "AutoActivate", which will be 'False' by default so it doesn't effect other elevators. In the required property group, I wrote: bool property AutoActivate = False auto const {Should the elevator start in the Active state? Default: False} Then I wrote something similar to this: Event OnCellLoad() if AutoActivate GoToState("Busy") activate(self) endif EndEvent ; I also tried the following: Event OnLoad() if(AutoActivate == True) ... I also tried to use "Self.BlockActivation" in the OnCellLoad Event.I later wrote similar Events (such as 'OnTriggerEnter' and 'onActivate' events) in the "auto STATE WaitingForActivate" section. And placed a 'DefaultActivateSelfTrigger' covering the yellow teleport marker.I'm not that familiar with Papyrus or the CKit. So I'm sure someone here can come up with a possible solution.I also tried to look at the NukaWorldTransitCenter. Because Bethesda does something very similar to what I want; automatically start animating on cell load. But unfortunately Im not able to see the scripts source. The scripts aren't loaded or something... Edited July 10, 2017 by Guest Link to comment Share on other sites More sharing options...
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