Deleted32363610User Posted July 10, 2017 Share Posted July 10, 2017 (edited) I am using the 'SimpleElevatorPackIn' and I want it to start animating as soon as the cell loads.With 4 hours of adjusting and testing, I haven't been able to get the below solution to work. So I think that you guys probably have a totally different way than editing a vanilla script. Hopefully you guys can help me figure it out.First, in the vanilla script 'SimpleElevatorMasterScript', I created a new property called 'AutoActivate' in the required group. bool property AutoActivate = False auto const {Should the elevator start in the Active state? Default: False}Then I made an event. Event OnCellLoad() if AutoActivate GoToState("Busy") activate(self) endif EndEvent I played around with the event for a few hours. I tried to use 'onTriggerEnter', 'onActivate' and more, but still failed. So maybe there's a better solution than editing the script.-----------Personally, how would you make a SimpleElevator automatically start animating on cell load?You don't have to build unto my solution, because it's probably wrong.Edit: The conventional way is to press a button, which activates the elevatormaster. This is not applicable in my situation. The elevator must start animating as soon as the cell fully loads. Edited July 10, 2017 by Guest Link to comment Share on other sites More sharing options...
Deleted32363610User Posted July 10, 2017 Author Share Posted July 10, 2017 So nobody knows how to activate an object on cell load? Link to comment Share on other sites More sharing options...
DarkWolfModding Posted July 10, 2017 Share Posted July 10, 2017 So nobody knows how to activate an object on cell load?You would need to use the oncellload event https//www.creationkit.com/fallout4/index.php?title=OnCellLoad_-_ObjectReference Then you just use playAnimation pointed to the object you want to play the animation to https//www.creationkit.com/fallout4/index.php?title=PlayAnimation_-_ObjectReference I'm not home ATM so I can't make a script for you as I obviously don't have my text editor with papyrus syntax I can make a script when I get home Link to comment Share on other sites More sharing options...
Deleted32363610User Posted July 10, 2017 Author Share Posted July 10, 2017 Thanks. I was thinking about using playAnimation, but I haven't tested it yet.It just seemed like it wouldn't work because I am ACIVATING the elevator. Except for activating the elevator with a button, I want to activate it when the cell loads. Link to comment Share on other sites More sharing options...
DarkWolfModding Posted July 10, 2017 Share Posted July 10, 2017 Thanks. I was thinking about using playAnimation, but I haven't tested it yet. It just seemed like it wouldn't work because I am ACIVATING the elevator. Except for activating the elevator with a button, I want to activate it when the cell loads.playAnimation I think you need to know the animation name or something. I haven't ever used it myself. There's the wiki for activate:https//www.creationkit.com/fallout4/index.php?title=Activate_-_ObjectReference I constantly use that site as a reference Link to comment Share on other sites More sharing options...
DarkWolfModding Posted July 10, 2017 Share Posted July 10, 2017 Right now I am trying to figure out how to make a custom keybind to activate my mod menu. It is much harder on fallout than Skyrim for some reason. Link to comment Share on other sites More sharing options...
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