EPDGaffney Posted March 6, 2018 Share Posted March 6, 2018 Been at this for a couple of days, going mad checking all my ifs and variables to account for all the ways this complex scene can go wrong, and the only thing that didn't occur to me until now was that I'm trying to have a corpse flip some variables when it enters a trigger box, and maybe that doesn't work? The only other choice is that it will only work if the player is not in the trigger box as well when the corpse enters, but that doesn't seem right, given some other stuff I've done with triggers in this game. Link to comment Share on other sites More sharing options...
madmongo Posted March 6, 2018 Share Posted March 6, 2018 I've never tried to use a trigger box with a corpse. I guess I'm not that surprised that triggers don't work with corpses. This does seem a little odd to me. Corpses generally don't move on their own. What makes this corpse enter the trigger? Can you use whatever makes the corpse move as the event that flips the variables? Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 6, 2018 Author Share Posted March 6, 2018 (edited) The corpse is hanging over a box, and it has an OnHit block that causes its head to explode if the player has or hasn't done certain things before getting there. However, what's supposed to happen at the point the player enters the trigger is that a variable flips to make sure the corpse's head doesn't explode, and then the corpse is pushed off of the box by a fake explosion. The idea is that the variable flips back once the corpse enters that trigger. This was all because before this point, that fake explosion was triggering the OnHit block. I think that although it feels a bit hacky, maybe I should just add a ScriptWait line and just flip the variable back after enough time the corpse has definitely fallen. It's weird. This whole thing has taught me that dead actors aren't really actors or objects, as far as the engine is concerned. A lot of stuff that would work on one or the other simply doesn't work on them. Edit: So, I went the less hacky, more annoying and what feels like a bloated route, which is to say that when the corpse falls, it flips that variable and starts a quest script, and that quest checks the corpse's Z position/height and flips the variable back once the corpse has descended far enough, then turns off the quest script. Annoying. Stupid. All that stuff. But in-game, it functions tight and gorgeous, so who am I to complain? Edited March 6, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
madmongo Posted March 7, 2018 Share Posted March 7, 2018 (edited) Annoying? Stupid? This is why I've always said that the GECK is really a Vault-Tec experiment designed to test modder's frustration levels. :wallbash: Anyway, glad you got it working. Edited March 7, 2018 by madmongo Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 7, 2018 Author Share Posted March 7, 2018 Haha sounds about right. Thanks. Link to comment Share on other sites More sharing options...
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